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THE GAME OF BRIDGE 



THE 

GAME OF BRIDGE 



BY 

FISHER AMES 

Author of '•'' A Practical Guide to Whist, ''^ 
** America Leads at Whist, ^^ etc. 



WITH 

THE LAWS OF BRIDGE 



BOSTON 
LITTLE, BROWN, AND COMPANY 

1906 



itifcnHiiy otCUNehtSS! 
TwoCoDies Rcifiinfl 
MAY 1906 

A^ Copyfiftht Entry , 

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Copyright, 1906, 
By Little, Brown, and Company. 



All rights reserved 



Published May, 1906 



THE UNIVERSITY PRESS, CAMBRIDGE, U.S.A. 



rpmS little book on the game of Bridge 
does not claim to present any new 
theories or rules. It is an attempt to 
present the subject in the simplest man- 
ner and yet in a systematic and natural 
order, and in such a way as to interest 
and instruct the reader in the principles 
and to familiarize him with the best prac- 
tice of the game, without burdening his 
memory with too many rules. 



The Game of Bridge 



THE FORM 

The Table 

Bridge is played by four persons, two 
as partners against the other two, with 
a full pack of cards. When there are 
more than four persons present, the right 
to play belongs to the four first in the 
room, or to the four cutting, or drawing, 
the lowest cards from the same pack. 

Partners are determined by cutting; 
the two who cut, or draw, the two low- 
est cards playing against the other two. 
The ace is low in cutting. 



2 THE GAME OF BRIDGE 

The Deal 

The one who cuts the lowest card, 
deals. 

The dealer must distribute the cards 
in regular order, beginning on his left, 
one at a time to each player in turn. 
The last card must not be faced. If, 
in dealing, a card is exposed, the ad- 
versaries may claim a new deal. 

A misdeal does not forfeit the right 
to deal again. 

The Make 

After the cards have been dealt and 
the dealer has examined his hand, he 
declares the trump suit for the hand, 
selecting for that purpose any one of 
the four suits, although he very rarely 
selects a black suit. If he does not wish 
to name a suit for the trump, he may 



THE FORM ^ 3 

declare ''no trump," — that is, that the 
deal shall be played without a trump 
suit. If he does not wish to do this, 
nor to declare a trump suit, he must 
pass, or leave the make to his partner 
(who is called the dummy), and dummy 
must make the declaration of a suit 
trump, or no trump, as he chooses. 

Partners cannot consult as to the decla- 
ration, and if they do, or if the wrong one 
makes it, the adversaries can require a 
new deal, and the dealer must deal again. 

Game Points 

The game consists of thirty points, — 
or more if more are made, — made by 
odd cards, — that is, tricks taken above 
six. Each card, or trick, taken in excess 
of six (six are called a " book ") has its 
value, depending on the suit which is the 
trump for the deal, or " no trump." 



4 THE GAME OF BRIDGE 

With spades trumps, each odd card 
counts two on the game score ; with 
clubs trumps, four ; with diamonds, six ; 
with hearts, eight ; and when there is no 
trump, twelve. 

Doubling 

These values may be doubled by the 
adversaries, if they wish to do so, the 
elder hand — the player on the dealer's 
left — having the first right to double. 
If he does not wish to do so he must 
ask his partner (sometimes called pone), 
" May I lead," or " play ? " If pone 
does not wish to double, he must reply, 
" Yes," or " If you please," and then the 
elder hand leads for the first trick. If 
either the elder hand or pone wishes to 
double the trick value, he must say, " I 
double," or " go over." If either doubles. 



THE FORM 5 

the other side — the one who named the 
trump, or no trump, having the first right 
— may double back again, that is, mul- 
tiply the trick value, as fixed by the 
previous double, by two, and so on, each 
side having the right to double the other's 
double, until one side or the other is sat- 
isfied to go no further, in which case he 
says so, or '' Content." 

Doubling increases the trick value in 
geometrical progression, thus : hearts are 
eight points for each odd trick ; doubled, 
16 : 32 : 64 : 128 : and so on. It is cus- 
tomary to agree that the doubling shall 
not be carried beyond 100. 

Doubhng applies only to the game, 
not to the honor points. 

Partners may not consult about doub- 
hng ; if they do, the other side may refuse 
to accept the double. 



6 



THE GAME OF BRIDGE 



Honor Points 

Besides the game score, a score is kept 
of points made by honors held. 

There are five honors, — the ace, king, 
queen, knave, and ten of the trump suit. 
When there is no trump, the aces are 
counted as honors. Honors are reckoned 
as follows : — 



When the Trumps are 



Three honors ('* simple honors ") whether 
in the one hand, or the two, count 
equal to the value of two tricks, viz. : 

Four honors (in two hands) equal four 
tricks 

Five honors in two hands equal five 
tricks 

Four honors in one hand equal eight 
tricks 

Four honors in one hand, fifth in part- 
ner's, equal nine tricks 

Five honors in one hand equal ten tricks. 

** Chicane," when a hand is without a 
trump, adds to holder's or diminishes 
adversaries' honor score, by value of 
two tricks 

Double '* chicane " deducts value of four 
tricks from adversaries' honor score 



4 

8 

10 

16 

18 
20 

4 
8 



8 

16 

20 

32 

36 
40 

8 
16 



12 

24 
30 

48 

54 
60 

12 

24 



I 



16 

32 

40 

64 

72 
80 

16 
32 



THE FORM 7 



When no trump is declared, 

Three aces in either or both hands count .... 30 

Four aces in two hands count . 40 

Four aces in one hand count 100 

With or without a trump, 

Little slam (taking twelve tricks) adds 20 

Slam (thirteen tricks) adds 40 

The score is most conveniently kept 
in two columns, one for each side, the 
scorer's points being put in the left-hand 
column. 

The game points are scored below 
and the honor points above a horizontal 
line across the perpendicular line which 
divides the two scores. Each game is 
also marked off by a horizontal line as 
shown in the illustration below. 

A rubber is always played, and the 
rubber score is the final one. If one 
side win the first two games the third 
game is not played. 



8 



THE GAME OF BRIDGE 



The winners of the rubber add 100 to 
their honor score. The following illustra- 
tion shows a common method 
of keeping the score. 

This score shows that six- 
teen hands were played to 
make the rubber, and that 
honors were scored by one 
side or the other on each deal. 
At the end of the rubber the 
100 points for the winners are 
put at the head of their honor 
column, and the points made 
by each side, that is, each 
column, added up, the lesser 
number deducted from the 
greater, and the difference is 
the amount won, or lost, by 
each player. If a stake is 
played for it is usual for each 



We 


They 


100 
40 

8 
12 
12 

8 
16 
30 

8 
16 


24 
6 
40 
4 
30 
12 
24 


8 
20 
24 


12 
16 


8 
19 

4 


18 
8 

24 


24 

4 

36 


8 
18 


390 
244 


244 


146 



THE FORM 9 

loser to settle with his right-hand ad- 
versary. 

Another method of keeping the score, 
and the one used in the printed score 
cards generally sold, is as follows : 







1 








Ai&B 


Y 


&Z 




Game 


Honors 


Game 


Honors 




12 


24 






1 


16 


16 


8 

72 


16 

40 
20 




24 


30 






2 






8 


8 




4 


8 


16 


4 
24 




12 


12 






3 






18 


12 


16 


16 












8 


16 




48 


30 








132 


136 


130 


140 




136 




140 






100 




270 






368 




270 










98 



This method shows the honors scored on 
each deal. The figures on the side may 



10 THE GAME OF BRIDGE ^ 

be used or not, as desired, to mark the 
game number. The above score shows 
that on the first deal A and B made two 
by card, 12, diamonds trumps, four by 
honors, 24. On the second deal, hearts 
trumps, Y and Z make one by card, 
8, and simple honors, 16. Third deal, 
hearts trumps, A and B, two by card, 16, 
and simple honors, 16. Fourth deal, no 
trumps, Y and Z, six by card, 72, four 
aces, 40, little slam, 20 ; and so on. In 
the third deal of the second game, Y and 
Z score 4 for chicane. 

Where several rubbers are played by 
the same four players, they cut after 
each rubber for partners for the next 
rubber, and a total score may be kept 
as shown below. When more than four 
players are present they take turns at 
sitting out and a similar score can be 



THE FORM 11 

kept. Suppose A, B, Y, and Z, are play- 
ing and A and B are partners against 
Y and Z for the first rubber. 

Value of Rubbers 

12 3 

114 196 212 
A4- 114 + 310 + 98 
B + 114- 82 +130 
Y-114+ 82 +294 
Z- 114 -310 -522 

First rubber, value 114, won by A and 
B, lost by Y and Z. 

Second rubber, value 196, won by A 
and Y, lost by B and Z. 

Third rubber, value 212, won by B 
and Y, lost by A and Z. 

Two packs of cards are generally 
used, the one not in use being shuffled 
by the dealer's partner while the deal 
is going on. 

After the trump is declared and the 
doubling either declined or concluded, 



12 THE GAME OF BRIDGE 

the elder hand must make the open- 
ing lead. Then and not until then 
dummy must lay his cards down face 
up on the table, properly sorted. The 
dealer plays the dummy hand as well 
as his own and dummy has no right to 
take any part in the play of the hand 
either by word or act, except that if the 
dealer fails to follow suit dummy may 
ask him if he has no card of that suit. 

All the formalities should be observed, 
all penalties strictly enforced and the 
laws complied with. In case of doubt 
or dispute reference should be had to 
the laws. A copy of them will be found 
in the Appendix. 



SUGGESTIONS FOR PLAY 

The game of Bridge does not lend 
itself to a set of rules for all probable, 
or even a majority of cases. It has so 
many and different conditions and there 
are so many things to be considered, it 
would be useless to attempt to prescribe 
a definite set of rules for play. But 
there are certain principles underlying 
the game, some of them dependent on 
the nature of a pack of cards, as its 
division into four suits with their thirteen 
cards in their regular progression of rank, 
and the power of the trump suit, which 
are common to almost all games with 
cards. Then there are the recognized 
methods of play, or tactics, such as the 



14 THE GAME OF BRIDGE 

trump attack, the utilization of long suit 
strength, either for offence or defence, 
the combination of partners' hands so 
as to make the most of the strength of 
both, unblocking, strengthening or sup- 
porting leads, forcing adverse trump 
strength, etc. These tactics are as valu- 
able at Bridge as at Whist, but the 
conditions of their use are very different 
at Bridge, and the game cannot be played 
under the same rules as Whist. The 
dealer has a very great advantage not 
only in naming the trump, but in his 
knowledge of the two hands which he 
plays in partnership, — for he can tell 
by a very brief inspection exactly what 
high cards are held by the adversaries in 
every suit, — and in playing both hands 
so as to take advantage of tenace and 
other situations. He of course does not 



SUGGESTIONS FOR PLAY 15 

need to make use of any so-called infor- 
mation plays ; on the contrary, the more 
he can puzzle the adversaries by false 
cards, unusual plays, and otherwise, the 
better. He cannot deceive himself. He 
has the advantage of trump strength 
and carries on an aggressive campaign, 
while the adversaries are on the de- 
fensive. Informative play on their part, 
therefore, is apt to be more easily read 
by the dealer than by the partner, and 
will generally advantage the dealer more 
than the partner. Seeing the two hands 
which are to be played together, in- 
formative, number-showing leads and 
plays by the other side show him much 
plainer than they can the partner where 
and how many cards are held against 
him. Certain plays informative as to 
the combination of high cards held can- 



16 THE GAME OF BRIDGE 

not be avoided with safety, — for it is 
important to show strength, — but plays 
to show number in the suit led from or 
held, such for instance as the original 
lead of the fourth best, will generally be 
found more advantageous to the dealer 
than to the other side. The theory of 
informative plays at Whist is that upon 
the whole the balance is slightly in their 
favor, because on the average the hands 
will be fairly equal, and at the outset of 
the play there is nothing to show superi- 
ority in trump strength on the part of 
either side. But at Whist it is usually 
considered better to avoid such plays 
when the other side has shown prepon- 
derating trump strength, and at Bridge, 
where the trump superiority is shown 
at the beginning there seems to be no 
advantage in number-showing plays. 



SUGGESTIONS FOR PLAY 17 

The Trump Make 

The naming of the trump suit, or 
" no trump," by the dealer, is the first 
gi'eat opportunity in the game and is 
perhaps the most striking feature of 
Bridge. The selection of the trump re- 
quires good judgment and discretion. 
It may and often does have more influ- 
ence on the result than the play. 

The first object the dealer has in view 
is to win the game, and to win it on the 
first deal if he possibly can. He should 
sort his hand carefully and then make 
as accurate an estimate as he can of its 
trick-taking capacity. Having that esti- 
mate in mind he should note the state of 
the score and how many tricks are needed 
at the various makes to win the game. 

The average trick-taking capacity of 



18 THE GAME OF BRIDGE 

each of the four hands is three and a 
quarter, or six and a half for the two 
hands in combination. Of course this 
exact proportion is impossible, and one 
side or the other must make at least 
seven tricks. He has no means of know- 
ing what dummy's hand may be worth, 
but he should assume that it is worth its 
fair average, or three tricks ; or if his own 
hand is very strong, that dummy's hand 
is worth one-third of the strength in 
the other hands. Adding these tricks 
to what he can reasonably expect from 
his own hand the dealer should declare 
no trump, or hearts, if he can see a rea- 
sonable chance to win the odd card. As 
the honors do not directly count on the 
game score, they are of secondary im- 
portance, but they usually help toward 
making the desired number of tricks, 



SUGGESTIONS FOR PLAY 19 

and a good honor score helps materially 
in the final result. The first object is to 
win the game, and that must decide the 
trump declaration ; but if with either of 
the strong trump makes, or a no trump, 
the game can be won, the holding of 
such a combination of honors as would 
with the game score produce the largest 
number of aggregate points should de- 
termine in favor of naming the trump 
according to such an honor-holding. 

The game is thirty points, and to win 
it in one hand requires three odd tricks 
at no trumps, four at hearts, or five at 
diamonds. The game cannot be won 
on a club make, unless the adversaries 
should double, in which case they would 
probably win it. On a spade make it 
would require at least three odd cards 
to make even a respectable start upon 



20 THE GAME OF BRIDGE 

the game score. If the dealer makes 
only two or four on the game score he 
has practically lost all the advantages of 
the deal, for it requires as many tricks ^t 
no trumps, hearts, or diamonds to make 
the game, starting with a score of 4, as 
with a score of 0. 

For these and other reasons the dealer 
should not declare a black suit as the 
trump. Even if he holds a very strong 
hand at clubs, he cannot win out with 
them, — a slam with clubs trumps only 
counts 28, — and if he is very weak in 
the red suits the chances are that dummy 
may be strong in one of them, and if 
left to him will declare it ; in which 
case the dealer's strong club suit will 
be worth from fifty to a hundred per 
cent more to him than if he had made 
it the trump suit ; and if dummy is weak 



SUGGESTIONS FOR PLAY 21 

in the red suits and declares spades, the 
chances are that he will not make a bad 
loss. He probably cannot lose much and 
tnay gain a great deal by passing a club 
make. 

If you cannot declare no trump or 
a red-suit trump, leave the make to 
dummy. 

The state of the score has, or should 
have, a decided bearing upon the ques- 
tion of the trump or no-trump declara- 
tion, and it will be considered later. At 
present we will consider the make at 
the commencement of the game and 
the score " love-all," — no score on either 
side. 

As before stated the dealer must care- 
fully estimate the value of his own hand 
and count what tricks he can probably 
take, and in this estimate he should not 



22 THE GAME OF BRIDGE 

rely only upon high cards ; a good long 
suit, if established, or capable of being 
established, may well be good for two 
or three tricks with low cards. Thus, 
supposing the dealer has this hand : 
spades, knave, ten, nine, six, four, three ; 
hearts, ace, king, ten, six, two ; clubs, ace ; 
diamonds, king. At no trump there 
would appear to be no more than three 
certain tricks and the hand is not well 
balanced for a no-trump make ; but with 
hearts trumps there is a fair chance of 
establishing the spade suit in two rounds 
and making three or four low spades. It 
is not a certainty, but there is so good 
a chance, especially counting on dummy 
for some help, as to warrant the risk. 
All elements of strength should be con- 
sidered, and any good chance taken. If 
the dealer is timid and passes the make 



SUGGESTIONS FOR PLAY 23 

when he has a fair chance to make a 
good score, he deserves to lose. 

The No- Trump Make 

Each odd trick at no trump counts 
twelve on the game score, and three odd 
cards at no trump count 36, or game, and 
six points over. Two odd tricks count 
24, and even one odd counts 12, and 
makes a fair start on the game, if better 
cannot be done. It is very desirable and 
important to make a good start, if game 
cannot be made. His best, and almost 
only chance is on his own deal, as he 
cannot reasonably expect to score on his 
adversary's deal. If he has a fair chance 
he should take it. As the no trump 
is the most profitable make, and more 
points can be made on the game score 
on a good no-trump declaration than on 



24 THE GAME OF BRIDGE 

any other, other things being equal, he 
should make it no trump if he can. If 
he has a reasonable chance of taking the 
odd card, or more, with average assist- 
ance from dummy, he should make it no 
trump. The chance of dummy's being 
of assistance to him is better at no trump 
than at other makes, because if dummy 
has strength in any suit it is useful at 
no trump, whereas on a trump-suit make 
it might not be. 

At the score of love-all the following 
combinations of cards are recognized as 
regular " no trumpers " : 

1. Four aces. 

2. Three aces. 

3. Two aces, and guarded kings in the 
other two suits. 

4. One ace and low and one very 
long, established suit headed by ace, king, 



SUGGESTIONS FOR PLAY m 

and queen, and a guarded king or queen 
in a third suit. 

5. One ace and guarded kings or 
queens in all the other suits. 

1. Holding four aces, he can get the 
lead at once and regain it immediately 
in either of the other suits. With this 
advantage he can generally clear and 
establish any long suit in either hand. 
This is not absolutely certain, and the 
game may be lost even though he holds 
four aces ; but the chances are against 
it, and should be availed of. Even if 
the other side v^ins an odd card or 
two, the holding four aces in one hand 
gives 100 points on the honor score, an 
advantage so great as to counterbal- 
ance any loss likely to result from the 
make. 

2. Three aces. Here the chances are 



26 THE GAME OF BRIDGE 

not nearly so good as when holding all 
four aces, but they are good enough 
to warrant the no-trump declaration. 
Dummy's hand must be relied upon 
to help out, and, as before remarked, 
the chances of its doing so are better 
at no trump than with a suit declaration. 
If with the three aces the dealer or 
dummy has a long suit, it can probably be 
established and brought in. The follow- 
ing is a no-trump hand : spades, ace, ten, 
three; hearts, ace, seven, four; clubs, 
ace, five, two ; diamonds, ten, eight, 
six, four. There is no long suit here, 
but dummy may have one, or — if 
not — three or four protected honors, 
that is, honors so guarded or accom- 
panied by low cards that after one 
or more rounds of the suit they are 
reasonably certain to take a trick. If 



SUGGESTIONS FOR PLAY 27 

with three aces you have a very strong 
suit of hearts with four honors, hearts 
would be a preferable make, — as, 
for example, spades, ace ; hearts, king, 
queen, knave, ten, five, three, two ; 
clubs, ace, five, three ; diamonds, ace, 
eight. Here the four honors in hearts 
in one hand count sixty-four, as against 
thirty for the three aces, and the great 
strength in hearts makes the heart 
declaration preferable ; there is as good 
or a better chance to win game also. 
The game is the first object to aim at, 
but, if, with as reasonable a certainty of 
winning game with hearts trumps, as 
with no trump, four honors in hearts are 
held, there might be a gain in the total 
score by declaring hearts. 

3. Two aces and guarded kings in 
the other two suits, or a guarded king 



28 THE GAME OF BRIDGE 

in one suit and queen, knave, and low- 
in the other. Each suit is " stopped," 
as it is termed ; that is, cannot go round 
more than once or twice before the 
dealer is left with the command of the 
suit A '' guarded " honor is one which 
is accompanied by enough low cards 
to protect it from being captured by a 
higher card. Thus a king with one low 
card is a guarded king, but even with 
two guards the safety of the honor 
usually depends upon its situation. For 
instance, suppose the elder hand has a 
king and one or even two low cards of 
a suit, and dummy lays down the ace, 
queen, knave, and one low of the suit ; 
here it is evident that the king cannot 
be saved if the lead comes through it 
twice. 

But as the dealer is led up to, a king 



SUGGESTIONS FOR PLAY 29 

with one guard to it is fairly safe in his 
hand, and the position under considera- 
tion is that of the dealer before he 
declares the trump suit; and with the 
holding above stated, — No. 3, — he 
should declare no trump. Here again 
if such a combination of honors is held 
in hearts as would, if counted on the 
honor score, increase the total score, it 
would be better to declare hearts. So, 
also, with diamonds if such honors are 
held ; but it would take a good many 
honors in diamonds to make up the 
difference of six points in the value of 
each odd card. 

4. With one ace and a very long, 
established suit headed by tierce major 
(ace, king, queen), and a guarded king 
or queen in another suit, the chance of 
getting in — that is, winning a trick and 



30 THE GAME OF BRIDGE 

getting the lead — soon is very good, and 
the long, established suit will be good for 
three and very possibly for five or six 
tricks. Dummy may also be good for 
a trick or two. 

5. With one ace and guarded kings 
or queens in the other three suits the 
dealer will probably get in soon, — and 
then he must do the best he can 
with a long suit in his own or dummy's 
hand. 

The above are the usually accepted 
no-trump makes at the score of love- 
all. At other stages of the game score 
also it would generally be right to 
declare no trump with either of the first 
four of the above combinations. 

Some players use and advocate certain 
numerical tests or guides to determine the 
advisability of a no-trump make ; thus. 



SUGGESTIONS FOR PLAY 31 

one method in common use is as follows : 
aces are counted seven, kings five, queens 
three, knaves two, and tens one. The 
average holding would be one of each, 
and would foot up eighteen. If the 
dealer holds as many as three above this 
average, or twenty-one in all, by this 
rule he should declare no trump ; if less 
than twenty-one, he should leave the 
make unless his hearts or diamonds are 
good enough to declare. The trouble 
with this method is that the hand might 
figure up twenty-one and yet the strength 
be so unevenly distributed as really to be 
worth considerably less. The rule is well 
enough if the strength be distributed and 
there are no singleton honors, especially 
aces and kings. 

If the score is much in the dealer's 
favor, as for instance, if he needs only 



32 THE GAME OF BRIDGE 

six or eight points to win the game, 
and he holds such strength in hearts 
or diamonds as to ensure the odd card 
and the game, while at no trump there 
would be some risk of missing the odd^ 
he should declare so as to ensure the 
game. He must not forget that his first 
great object — or business — is to win 
the game, and nothing should be done 
which would unnecessarily imperil that 
result. If he sees that he cannot win 
the game, his next object is to make a 
substantial advance on the game score 
while he has the deal. To make two or 
four points only is practically to lose the 
advantage of the deal, for it requires as 
many odd cards to win out from either 
of those points as from 0. The dealer, 
therefore, must sometimes incur some 
risk for the sake of a possible gain ; 



SUGGESTIONS FOR PLAY 33 

especially so, if the score is much against 
him and it is pretty certain that the 
adversaries will win the game on the 
next deal if he does not win it on his 
own deal. 

The following are speculative no-trump 
makes : 

1. Ace, king, and two low hearts ; 
ace, queen, and two low diamonds ; 
and only very low cards in the black 
suits. 

2. Two aces and a guarded queen or 
knave in a third suit. 

3. Ace, king, in one red suit, and ace 
in the other. 

4. One ace and two suits with guarded 
kings. 

5. One long, established black suit 
headed by ace, king, and queen, and 
a guarded king in another suit. 



34 THE GAME OF BRIDGE 

6. An evenly divided hand with 
guarded kings or queens in every suit. 

1. With ace, king, and two low hearts, 
and ace, queen, and two low diamonds, 
the chances are that if the dealer leaves 
the make to his partner, dummy will 
declare clubs or spades, and that the 
adversaries would have the superior 
trump strength. It would not be safe 
for the dealer to declare hearts, still 
less so diamonds, but at no trump he 
might find dummy with such strength 
in one of the black suits as to make it 
possible to establish and bring it in. 
Three suits would be stopped, and some 
chances must be taken if the score is 
adverse. 

2-5. The same considerations apply to 
these combinations. The dealer must 
occasionally take some risk and make 



SUGGESTIONS FOR PLAY 35 

a speculative declaration, and the com- 
binations above given are recognized as 
proper risks when the score is adverse. 
6. With an evenly divided hand 
and every suit stopped, the no-trump 
make is more likely to result favorably 
than passing the make. Occasionally 
dummy might prove to hold great 
strength with honors in hearts, and would 
have declared hearts ; but even so, the 
two hands would ordinarily be worth 
more at no trump than at hearts. If 
dummy is strong in spades or clubs, 
the same is true in that case. If dummy 
is weak all round and would declare a 
spade for safety, no doubt the dealer 
will lose more on declaring no trump 
than on leaving it to dummy, but the 
chances are against such weakness, and 
with such moderate strength in his own 



36 THE GAME OF BRIDGE 

hand the dealer may fairly rely on dum- 
my's holding his average strength. 

If the hand is void of one of the suits, 
or has but one or two cards in one suit, 
even though the other suits are strong, 
a no-trump declaration is risky and should 
not be made unless the state of the score 
makes it necessary to make a speculative 
declaration. 

The Heart Make 

If the dealer cannot call " no trump," 
his next best make is hearts. With 
hearts trumps four odd tricks count 32 
and game ; three odd cards count 24, 
which is a substantial advance on the 
game score, and with but one odd card 
eight points are scored, and they consti- 
tute at least a fair start if nothing better 
can be got. 



SUGGESTIONS FOR PLAY 37 

The following combinations are usual 
heart makes at the score of love-all : 

1. Six hearts, including an honor, and 
some support in the other suits. 

2. Six hearts, with good support in 
the other suits. 

3. Five hearts, with two honors, and 
some support in the other suits. 

4. Five hearts, with one honor and 
good support in the other suits. 

5. Four honors in hearts, and some 
protection in the other suits. 

6. Four hearts, including three hon- 
ors, with good protection in the other 
suits. 

The reasons for these heart makes 
hardly need to be stated. In almost 
all the cases there is such length and 
strength in hearts as to make it fairly 
probable that the adversaries' trumps 



38 THE GAME OF BRIDGE 

can be drawn and something done with 
the other suits. With four honors three 
tricks are certain, and with a fair chance 
for one or two more tricks in the hand, 
dummy may make up enough more to 
land the odd card. Holding four, with 
three honors and good protection in 
the other suits, promises five tricks, 
and dummy may give the remainder 
needed. 

Hearts may also be declared when 
holding four with two honors and good 
protection in the other suits. But with 
such a holding it may be a question as 
to whether a no-trump make would not 
be preferable, and in some stages of the 
score it might be. 

A light, or too risky, heart make is 
more apt to be damaging than a light 
no-trump make. Five hearts, even with 



SUGGESTIONS FOR PLAY 39 

an honor, for instance, without pretty 
good protection in the other suits, might 
prove insufficient strength to declare 
hearts upon. 

The Diamond Make 

Diamonds are the dealer's third choice 
for the trump, and there are two poorer 
makes. Diamonds therefore occupy the 
middle station between the good and the 
poor makes. To win the game with 
diamonds for trumps requires five odd 
cards, and five odd cards are a good 
many tricks to take, — more than is 
usual. To declare diamonds one should 
hold greater strength in them than is 
required for a heart make. It is usually 
safer to leave the make than to take 
risks with insufficient strength in dia- 
monds. Partner has two better choices. 



40 THE GAME OF BRIDGE 

The following combinations warrant a 
diamond make at the score of love-all. 

1. Six diamonds, including two honors. 

2. Six diamonds with some protection 
in the other suits. 

3. Five diamonds, including ace, king, 
or king, queen, and two honors above 
the ten in hearts. 

4. Four honors in diamonds and some 
protection in the other suits. 

In cases 1 and 2, the strength in dia- 
monds is so great as to give a very good 
chance of exhausting the adversaries' 
trumps and utilizing the plain suit 
strength in the two hands. In case 4, 
four honors count forty-eight on the 
honor score, and ensure the taking of 
three tricks, while the protection in 
the other suits will probably be good 
for two tricks more. Without such pro- 



SUGGESTIONS FOR PLAY 41 

tection the hand is not good enough 
to warrant the diamond make unless 
some risk must be taken to save the 
game. 

With five diamonds, including ace and 
king, and good strength in the other suits 
a no-trump make would generally be 
preferable ; without such strength in the 
other suits it would be very doubtful 
if the hand is worth more than three 
tricks, and the make should be left to 
partner. Other combinations of strength 
in diamonds and good protection in the 
other suits may be better suited to 
a no-trump make than to a diamond 
declaration. 

Blach'Suit Makes 

As has been previously stated, the 
game cannot be won on a black-suit 



42 THE GAME OF BRIDGE 

trump make, and to make even a fair 
start on the game score would require 
two odd cards at clubs and three or four 
odd cards at spades. Dummy has open 
to him three or four better makes and 
only one or none worse, and it would 
seem as if the chances were in favor of 
doing no harm by passing the make in 
case the dealer cannot declare no trump, 
or a red suit. The only proper make 
for safety is spades, and a considerable 
degree of strength in clubs does not 
make clubs a safety make. In certain 
stages of the score, when only one or 
two tricks at clubs or spades are needed 
to win the game, and the dealer holds 
such strength in clubs or spades as to 
ensure him the game if the strength is 
declared upon, he should make the trump 
accordingly, and neither run any risk for 



SUGGESTIONS FOR PLAY 43 

the sake of a possibly greater gain with 
some other trump, nor pass the make to 
dummy in the hopes of a better score. 
If the game is in sight the dealer should 
secure it at once, even if he declares spades 
only. When the dealer has not a trick 
in his hand some good players and 
authorities strongly advocate his declar- 
ing spades as a purely defensive measure, 
on the ground that to pass the make to 
dummy would probably result in a loss, 
as dummy would estimate the dealer's 
hand to be worth something at least, and 
might declare no trump or a red-suit 
trump and materially help the other 
side, while on a safety or defensive spade 
declaration no serious harm could result. 
This may be the best plan, but it certainly 
seems a very timid proceeding. Most 
players prefer to risk something and pass 



44 THE GAME OF BRIDGE 

the make to dummy. If he happens to 
hold a strong hand (and the chances of 
that are somewhat improved by the 
dealer's weakness), something may be 
gained ; if dummy is weak and declares 
spades for safety, no greater loss is in- 
curred. The risk of loss is when dummy 
with only moderate strength makes a 
strong declaration, especially if the other 
side doubles. This will occasionally 
happen. The matter is in dispute and 
there is no settled rule. 

The Make as affected by the Score 

The suggestions made above as to the 
declaration of a suit trump, or no trump, 
are generally intended to apply more 
particularly when the score is at " love- 
all." But some few cases have been 
instanced to show the advisability of a 



SUGGESTIONS FOR PLAY 45 

different make in different conditions of 
the score, and the reader cannot fail to 
perceive that the state of the score is a 
matter of the first importance in deter- 
mining the make. It cannot be too 
strongly impressed on the mind of 
the student that the first thing to be 
considered by the player is the state of 
the score and the number of tricks 
needed to win the game, or to save it, at 
different stages of its progress. Perfect 
familiarity with keeping the score is 
very important for each player, as it 
teaches more than anything else the 
bearing of the score on the situation, 
and the habit of keeping it in mind. 
Every student of the game should have 
a thorough drilling in keeping the score. 
At the different scores the number 
of odd cards needed to win the game 



46 



THE GAME OF BRIDGE 



on the different declarations are as 
follows : 



Score 


No Trump 


Hearts 


Diamonds 


Clubs 


Spades 





3 


4 


5 






2 


3 


4 


5 


7 




4 


3 


4 


5 


7 




6 


2 


3 


4 


6 




8 


2 


3 


4 


6 




10 


2 


3 


4 


5 




12 


2 


3 


3 


5 




14 


2 


2 


3 


4 




16 


2 


2 


3 


4 


7 


18 




2 


2 


3 


6 


20 




2 


2 


3 


5 


22 




1 


2 


2 


4 


24 




1 


1 


2 


3 


26 




1 


I 


1 


2 


28 




1 


1 


1 


1 



It will be seen that six is the first point 
at which there is a diminution in the 
number of tricks required to win out 
at any trump make, except spades ; the 
next important change is at 14, the next 
at 18, the next at 22. On a diamond 
make the changes come at the scores 
of 6, 12, 18, 24. The most important 



SUGGESTIONS FOR PLAY 47 

score points therefore are 6, 12, 14, 
18, 24. Unless the dealer can make 
at least six on his deal he practically 
loses his deal. If the adversaries have 
the deal, and you can prevent their 
reaching six you have nullified their 
deal, and the next deal with all its 
advantages comes to you. The dealer 
should start out v^ith the ambition and 
the intention to win the game on his 
deal, and should make such no-trump 
or trump-suit declaration as would ac- 
complish this result if possible ; but if 
he is convinced that he cannot win out, 
then he should aim to make as good 
a score on the game as possible, and 
should strive to reach one of the impor- 
tant score points above mentioned. The 
state of the score on both sides must be 
considered, and may influence the make. 



48 THE GAME OF BRIDGE 

Thus, supposing the dealer s game score 
is 16 and the adversaries' is 18. Here 
one trick at no trump would put the 
adversaries out, while two tricks at no 
trump or at hearts are needed by the 
dealer. If the chances for the odd card 
are a little doubtful, but there is some 
prospect either at no trump or at hearts, 
the hearts would be the safer make, be- 
cause if they win it the odd card would 
not put the adversaries out. On the 
other hand, if the scores were reversed 
and the dealer at 18 and adversaries at 
16, the no-trump declaration would be 
preferable, other things being equal ; the 
odd card would give the dealer the game, 
while if the adversaries won it, it would 
make them 28. So with other points 
of the score. If a conservative make 
will put the dealer at a desirable posi- 



SUGGESTIONS FOR PLAY 49 

tion, such as 18 or 24, while a more 
expensive make, which, although it would 
carry him out if successful, yet would 
incur the risk of putting the adversaries 
out, or in an advantageous position, and 
the chances are very doubtful, the con- 
servative make would be the wisest and 
best. On the other hand, if either of 
two possible declarations is somewhat 
speculative and one of them would, if 
successful, advantage the dealer's score, 
and the other, if unsuccessful, would help 
the adversaries more, he should declare 
the make which would, if successful, do 
him the most good, and, if unsuccessful, 
do the least good to the adversaries. 

Supposing the score to be 24 for each 
side at the beginning of the third game 
of the rubber, and the make to have 
been left to dummy; his best chance 



50 THE GAME OF BRIDGE 

to win out, if he has a red suit of four 
or more cards, and no great strength in 
the other suits, is to declare the red suit. 
If he cannot win out in that deal, he is 
practically sure to lose the game. If he 
has no strength in red suits, he should 
declare spades for safety. If the adver- 
saries are at 28 to his 24, a moderate 
red-suit make would in general be better 
than a defensive spade, provided there 
is a chance to make the odd. 

It has been intimated above that a 
diamond make is not a very desirable 
one at love-all. But when the score is at 
twelve or more, diamonds become more 
valuable, because the number of odd 
cards needed to win out is diminished. 
The same is true of the black suits ; 
at the stage of 26, but one trick in 
clubs or two in spades are needed to 



SUGGESTIONS FOR PLAY 51 

go out, and if such strength in spades 
or clubs is held as to ensure the game, 
the dealer should not hesitate to declare 
a black suit, especially if weak in the 
red suits. He should secure the game 
at once when the opportunity comes. 

Many other instances might be cited, 
but the student must learn to observe 
and estimate them for himself, and gov- 
ern his play accordingly. No rules can 
be prescribed for such cases. 

Dummy Makes 

AVhen the make is left to dummy he 
is obliged to name the trump. He starts 
with the knowledge that the dealer can- 
not be very strong as he has declined to 
name the trump. If the dealer has any 
considerable strength it is likely to be in 
a black suit. Still he may hold sorne 



52 THE GAME OF BRIDGE 

fairly high cards in hearts or diamonds, 
although not enough in number to war- 
rant declaring the suit. Then dummy 
of course knows what he has in his 
own hand, and knows, or should know, 
the state of the score. Bearing these 
things in mind, and also that his hand 
must be laid down and exposed, he must 
make the best selection he can. 

Although the dealer did not name 
the trump, it does not necessarily follow 
that he has no strength at all, nor even 
that his hand is below the average in 
trick-taking capacity. Dummy ought 
to assume that the dealer's hand is good 
for two or three tricks, and he should 
not be frightened out of making an 
expensive declaration merely because 
the dealer left the make. If his hand 
warrants it he should declare no trump. 



SUGGESTIONS FOR PLAY 53 

or hearts or diamonds, regardless of its 
having been passed over to him. 

Holding any of the combinations 
which have been given above for regu- 
lar no-trump, hearts or diamonds makes, 
he should declare accordingly. But the 
speculative makes should be avoided 
unless the state of the score makes it 
necessary to run some risk to save the 
game. Five hearts or diamonds, for in- 
stance, even with two honors, without 
good protection in the other suits, would 
ordinarily be unsafe to declare upon ; 
yet, if the score were so adverse as to 
make it almost certain that the game 
is lost unless it can be saved on this 
deal, and the only way to win or save it 
world be to make six or eight points on 
the hand, dummy would be justified in 
declaring the hearts or diamonds. An 



54 THE GAME OF BRIDGE 

instance was given above where it was 
stated that if the make is left to dummy 
and he has only moderate strength in a 
red suit, and no other, and the score is 
24 - 24 at the beginning of the third and 
decisive game of the rubber, it would 
be justifiable for him to declare the red 
suit, for his position is desperate. If he 
declares spades for safety the chances 
are that the other side will double and 
go out, or go out without the double, 
while if he wins the odd card, the ad- 
ditional score of two points will make 
no material difference in the total score, 
and the adversaries will win out on the 
next deal almost to a certainty. He 
might as well take the bull by the horns 
and declare the red suit, trusting in some 
help from the dealer. 

A club make would be justifiable only 



SUGGESTIONS FOR PLAY 55 

when dummy holds such strength in 
clubs as to make the winning of the 
odd card reasonably certain. A specu- 
lative club make should never be in- 
dulged in unless the state of the score 
makes it necessary in order to save the 
game ; even considerable strength in 
clubs, without something in the other 
suits to back it up, does not warrant 
a club call. Very little can be gained 
in clubs over a spade make. Never 
declare clubs for safety ; spades is the 
only safety make. It is proper to de- 
clare spades with a very weak hand 
even though no spades are held ; for in- 
stance, with king and three low clubs, four 
low hearts, and five low diamonds, spades 
would be the proper trump make on a 
pass to dummy. If dummy has a strong 
hand he should declare to its best strength 



56 THE GAME OF BRIDGE 

and do what he can to aid the dealer to 
win, or at least to save, the game on their 
deal. 

Doubling 

After the dealer, or dummy, has de- 
clared the trump suit or no trump, 
the adversaries — the elder hand having 
the first turn, whether the dealer or 
dummy made the trump — may double 
the value of each odd trick. If the elder 
hand does not wish to double, he asks 
his partner (pone), "May I lead?" and 
then pone has the right to double. If he 
doubles, or if either of them doubles, the 
other side has the right to double again 
and so on. If the one who had the first 
right to double, or to double back again 
did not do so, but his partner doubled 
when his turn came, the other partner 



SUGGESTIONS FOR PLAY 57 

may continue the doubling in spite of 
his having at first decHned to do so. 

Doubhng should be very cautiously 
indulged in, especially by beginners, but 
if the player feels confident of winning 
the odd card on his own hand he should 
double. 

If, in order to win the odd card, he 
must rely on his partner for more than 
one trick, it is not safe to double, for with 
such considerable strength in two hands 
the other two are weak, and partner's 
may be very weak. 

The position of the player contemplat- 
ing doubling, whether on the left or the 
right of the player who made the trump, 
is of considerable importance, and would 
have a good deal of influence in deciding 
the question of doubling or not doubling. 
It is an advantage to play after the 



68 THE GAME OF BRIDGE 

original trump declarer if considerable 
strength in the trump suit is held, espe- 
cially when holding the major tenace in 
it. Suppose the dealer declared hearts 
and the elder hand holds five hearts 
with ace, queen, and an established black 
suit, say five spades, headed by ace, king, 
queen, ace of clubs, and king of diamonds 
guarded, he should double ; and if not 
redoubled, he should lead the spades 
king. Bar trumping, he has six tricks 
practically certain, with a good chance 
for two more ; if the dealer trumps 
spades after one round, then his trump 
strength is so diminished as to help the 
doubling hand. 

On the other hand if pone holds the 
hand above given and the dealer de- 
clared hearts and the elder hand has 
declined to double, pone's position on 



<v. 



SUGGESTIONS FOR PLAY 59 

the right hand of the dealer would make 
it dangerous for him to double. He 
would be very apt to lose his queen of 
trumps and king of diamonds. He thus 
would not be sure of more than five tricks, 
and if his spades are trumped he might 
not make five tricks. 

On the other hand, if dummy was the 
maker of hearts as the trump suit and 
pone holds the hand described, pone is 
in a position of advantage on dummy's 
left and would be justified in doubling. 

Some players follow a convention, 
or rule, that pone (original third hand) 
should not double a no-trump declaration 
unless he holds the ace of hearts. The 
reason for this rule is that, if pone 
doubles, his partner — the original leader 
— knows how he can give pone the lead 
at once and will lead his best heart. But 



60 THE GAME OF BRIDGE 

this convention or rule is not universally 
adopted and many, perhaps the ma- 
jority of players, believe that it is of 
doubtful advantage because it prevents 
pone's doubling when holding a hand 
which warrants it although not including 
the ace of hearts. Partners should, 
before playing, consult and agree as to 
their practice on this point. 

The state of the score may have an 
important bearing on the question 
whether to double or not. The odd 
card at the trump declared, or no trump, 
might be needed to win the game, while 
the adversaries might need two odd 
cards to win out. In such case, if the 
cards held warrant taking such a 
step, there would be good reason for 
doubling. 

Thus, supposing the score to be 12 to 



SUGGESTIONS FOR PLAY 61 

18, the dealer has declared diamonds, 
and the elder hand (score 18) has such 
strength in diamonds as to make a double 
a fair chance to take, he should double, 
for if successful one odd card would give 
him the game, while if unsuccessful, it 
would put the dealer and his partner at 
24. On the other hand, if the scores 
were reversed and stood 18 to 12, the 
elder hand should not double unless he 
would be justified in doing so at any 
stage of the score. (In calling the score 
the dealer's score is called first.) A purely- 
speculative double should not be made 
unless the game, or rubber, is in a 
desperate situation, and it is the only 
chance to save it, and there is some 
chance of success. To double without 
any chance of success is to give away 
points. 



62 THE GAME OF BRIDGE 

Doubling, of course, informs the dealer 
as to the position of strength against him, 
and he will take what advantage he can 
of the information. 

If a player thinks of doubling he 
should remember that the other side 
can come back and double again. Rash 
doubling and redoubling injure not only 
the one who indulges in it, but his 
partner also, who has no right to pro- 
test, and no remedy for his losses on 
that account. Keep cool and think 
twice before doubling, and especially 
before redoubling. A good player will, 
however, back up his partner if ad- 
visable, as in the case where a sound 
player has doubled a trump-suit declar- 
ation, which has been redoubled, and 
the original doubler is content ; if his 
partner holds great strength in the plain 



SUGGESTIONS FOR PLAY 63 

suits, even though very weak in trumps, 
he knows that the fourth player must be 
very weak all round, and the strength 
in the plain suits would be sufficient to 
justify a redouble and would probably 
turn the scale in their favor. 

In general, one should not double 
because the odd card doubled in value 
would give him the game, but would 
not give it to the adversaries, unless 
the hand is strong enough to double 
on, whatever the score may be. Neither 
should doubling be declined because the 
odd card doubled would give the adver- 
saries the game, but would not put the 
doubler's side out, provided the hand is 
strong enough to double on regardless 
of the state of the score. 

When the trump make is left to 
dummy, and he declares spades, the 



64 THE GAME OF BRIDGE 

other side can very often determine 
whether the declaration was merely a 
defensive make or based on strength in 
spades. That is the regular suit for a 
safety make, and defensive declarations 
are not uncommon. In such case con- 
ditions are reversed and the non-dealers 
are presumably the stronger party. If 
your hand, with average assistance from 
partner, promises the odd card, you 
should generally double a spade. Even 
with moderate strength in spades, say 
four with an honor, if your hand is 
strong in the other suits you had bet- 
ter double at the score of love-all, or 
with a small score on each side. If 
you can win the odd card on your 
adversaries' deal, it is a good thing 
to have it count as much as possible 
on the game score. If, however, the 



SUGGESTIONS FOR PLAY 65 

dealer at the score of 26 or 28 de- 
clares spades it may very probably be 
because he believes he is sure of one 
or two odd cards, and it is not safe 
to double. 



THE PLAY 

The Dealer's Play 

As the dealer's position is the most 
critical and important one, and his man- 
agement of the two hands the prin- 
cipal and most interesting feature of the 
game, they naturally attract the first 
consideration. 

The dealer in almost all cases is strong 
and conducts an aggressive game. His 
tactics are usually similar to those of a 
strong trump holder at Whist, except 
that number-showing and other conven- 
tional information-giving plays are of no 
advantage to him and he cuts them out 
of his plans altogether, c 



THE PLAY 67 

The first thing for him to have in mind 
is an estimate of the strength of his hand. 
The next is the state of the score, and 
he should remember and bear this in 
mind not only at the commencement of 
the play, but at every stage of it. He 
should know just how many tricks he 
has taken and how many more if any are 
needed to make the game, or to save 
it as the play progresses. His method 
of play may be affected by it ; as, for 
example, if he needs two more tricks to 
make the game, and to secure them a 
successful finesse is necessary, he should 
take the finesse ; but if he needs only 
one more trick to carry him out, he 
should not finesse, but make sure of the 
game at once without running any risk. 

He should not, however, forget that 
every trick counts, and that merely win- 



68 THE GAME OF BRIDGE 

ning the game is not the limit of his 
gains, as it is at " straight " or " short " 
whist. Careless players not infrequently 
neglect their opportunities when they 
have won the game, and lose additional 
points which skill and care would have 
secured for them. The skilful player wins 
a good many additional points which the 
unskilled or careless player misses. An 
additional trick may increase the score 
not only by its regular value at the 
trump declaration, but by twenty points 
for a slam. The dealer should be on the 
watch for opportunities to win extra 
tricks, and to make the two hands 
combined worth their full value. 

The methods and conditions of play 
are different at no trump from those 
which prevail when a suit has been 
declared the trump. 



THE PLAY 69 

At no trump the long-suit play is 
especially effective if available, because 
it cannot be prevented by trumping. If 
the dealer has declared no trump he is 
presumably strong in some suits, or if he 
has no long suit dummy may have one. 
If there is a long suit in either hand he 
should try to clear and establish it, if 
not already established. When dummy's 
hand is laid down he should study it 
carefully with reference to his own hand, 
and the original leader's presumably long 
suit shown by the first lead, and form 
some general plan of management so as 
to make the best of the situation. His 
plan may have to be changed, and if so, 
he should be ready with some other plan. 
His knowledge of the situation is better 
than that of either of the other players, 
because he sees the two hands which are 



70 THE GAME OF BRIDGE 

partners, and knows at once where the 
high cards are which are against him, — 
not necessarily which of the adversaries 
has them, but the fact that they are held 
between the adversaries, — and the original 
lead will often show how the suit led is 
distributed. This is a very great advan- 
tage, as is also the fact that he sees at 
once where he can finesse and lead sup- 
porting cards, and the best long suit 
to work for. The adversaries see the 
dummy's hand and each his own hand, 
and pone can often size up his partner's 
suit pretty well from the first lead and in- 
spection of dummy's hand, but they can- 
not tell whether the high cards in the 
various suits which they cannot see or 
place are in partner's or the dealer's hand. 
The opening lead at no trump almost 
always is oj^the leader's longest suit. In 



THE PLAY 71 

fact it may be considered to be the rule 
to open the long suit. If it is opened 
with an honor the dealer can tell what 
the combination led from was, and fre- 
quently, from the cards that fall on the 
first trick, he can estimate fairly accu- 
rately the number of the suit held by 
the leader. This is especially so if the 
leader opens with the fourth best of the 
cards he holds in his long suit ; the dealer 
can almost always read the meaning of 
the play better and earlier than pone can, 
and for this reason there does not seem 
to be any advantage in the fourth best 
lead. The number and often the exact 
combination led from is easily discern- 
ible, when a card as high as the seven is 
led, by applying the so-called^ ''eleven 

1 The eleven rule is : When the fourth best of a suit 
is led, the number of higher cards in the suit is shown by 
the difference between the number of pips on the card led 



72 THE GAME OF BRIDGE 

rule." It is argued by some that as the 
dealer knows the situation at once in 
almost every case, there is no use in 
attempting to deceive him, and partner 
should be informed as soon as possible 
of the exact combination and number 
held by the leader. The object of such 
information is to enable the third hand 

and the number 14. Thus if a seven is led there are seven 
higher cards. Of these higher cards the leader must of 
course always hold exactly three. The three, being a 
constant quantity, deducted from fourteen leaves eleven. 
Therefore, the diiference between the number of pips on 
the card led and the number eleven gives the number of 
cards higher than that led which are not held by the leader. 
For example, the seven is led ; dummy has the ten, three ; 
third hand plays queen ; the dealer wins with the ace, 
holding the eight also. Seven from eleven = four. All 
four higher cards, not held by the leader, are accounted 
for to the dealer and he can place the king, knave, and 
nine, in the leader's hand. Pone knows that his partner 
has threej of the four cards which he cannot account for, 
— the king, knave, nine and eight, — and the dealer the 
other, but cannot tell how they are distributed. As to the 
length of the suit, the dealer can guess it as well as pone. 



THE PLAY 73 

to help in the clearing and bringing in 
his partner's long suit, unblocking and 
returning it, and generally making the 
most of it. But the dealer can read 
the information as well as or better than 
third hand, and an intelligent partner 
does not need this exact information 
in order to combine his strength with 
his partner's in that suit, and to avoid 
blocking it, etc. Several writers and 
many good players advocate and use 
the fourth best lead, but many do not 
believe in it. 

Assuming the first lead to be of the 
leader's long suit, the dealer's play must 
depend upon what cards he and dummy 
hold. If it is an established suit and the 
suit is continued, the dealer must simply 
follow suit as long as he can and then 
discard. The question of the discard 



74 THE GAME OF BRIDGE 

will be considered later. If the suit is 
not already established and the dealer 
or dummy has the ace, the dealer must 
decide whether he will play the ace at 
once on a king or queen led, or hold it 
back for a round or two. It cannot be 
lost, at no trump, if he has entry cards 
in other suits. It is frequently good 
play to hold back the ace. The object 
of the lead is to force out the ace and 
clear the suit for the leader, and this 
result may be defeated, or at least post- 
poned for a round or two until the lead- 
er's partner has no more of the suit and 
cannot lead it back again. 

Thus, suppose the elder hand leads 
king (holding king, queen, knave, and 
low) ; dummy has one low ; pone plays a 
low card, and the dealer holds ace, ten, 
and two low. If the dealer holds back the 



THE PLAY 75 

ace the leader does not know where it is; 
if he continues the suit with a low card 
the dealer's ten and ace are both good ; if 
the knave is led next, dummy discards 
and pone follows with a low one. Here 
again, the dealer, if he is sure of entry in 
the other suits, — and he is still fourth 
hand, and his guarded kings if led up 
to must be safe, — may still hold back 
his ace. The ace is good anyway, and if 
the suit is still continued he must make 
both his ace and his ten ; whereas, if he 
had played the ace on the first or second 
round he would almost certainly have 
lost the ten. So, again, suppose the lead 
to be the same, the king from king, queen, 
knave, and low, and that dummy holds 
the ten, and three low ; pone plays a low 
one, and the dealer having the ace and 
two low holds up the ace and the leader 



76 THE GAME OF BRIDGE 

continues the suit; if a low one is led, the 
ten from dummy will win the trick ; 
if the knave is led, the dealer can now 
play the ace and by leading back the 
low, can win the trick with the ten, or 
compel the original leader to play his 
queen, and thus leave the ten in dummy 
the master-card of the suit. 

These instances are given to illustrate 
situations which arise quite frequently. 
The player must watch the fall of the 
cards and if he perceives the situation he 
can usually manage to take advantage of 
it. Many considerations enter into such 
plays, — the state of the score, the num- 
ber of tricks needed to save or win the 
game, the question whether the dealer 
wants the lead at once or not, and from 
which hand he wishes the next lead to 
come, his situation in case of a change 



THE PLAY 77 

of suit by the elder hand after such a 
hold-up, etc. 

When the dealer gets the lead he 
should proceed to clear up and establish 
the best long suit in his own or dummy's 
hand ; or, if he has an already established 
and long suit, he should usually open that 
at once. But occasions may arise when 
he should first clear up a very long suit, 
reserving his commanding cards of other 
suits for re-entry. He must be very care- 
ful of these re-entry cards and try to 
avoid expending all of them before he 
has cleared up the long suit on which 
he chiefly relies for his odd card or 
cards. His object is to make the very 
utmost out of his strength in the two 
hands. For this purpose low cards of 
an established suit, if he has the lead, are 
as good as aces and kings, and the long- 



78 THE GAME OF BRIDGE 

suit game is the best play, in fact the 
only play, at no trump. 

With a long suit in each hand, one as 
good as the other, it is usually better to 
play for dummy's suit rather than his 
own and thus keep the dealer s strength 
in the other suits concealed as long as 
possible. He should be very careful to 
avoid blocking a long suit in one hand, 
and for that purpose should play high 
cards of it in the other hand so as to get 
them out of the way. As he sees both 
hands it would seem strange if he could 
not avoid getting in his own way; yet 
it not infrequently happens to careless 
players. 

He should also play to make the best 
of tenace suits by leading up to and not 
away from them, and for this purpose he 
should so manage the hands as to retain 



THE PLAY 79 

as long as possible the power to throw 
the lead into either hand. 

Finessing 

Finessing by the dealer is of great 
value and importance, especially at no 
trump, and the dealer should generally 
finesse at every favorable opportunity. 
Finessing is usually done in his own 
and dummy's hand at third-hand play, 
but at second hand a finesse may be 
played in either hand. Leading a high 
and strengthening or supporting card 
and if it is not covered by second hand 
having third hand pass, or '' duck" it, is 
a form of finessing which is very com- 
mon and often advantageous. The 
object is to win the trick or force out 
the master-card, or a very high one, from 
the adversaries without losing command 



80 THE GAME OF BRIDGE 

or high cards. Thus a lead of a ten from 
one hand to ace, queen, knave, and low 
in the other hand is a supporting lead. 
The third hand should pass it, if second 
hand does not play the king. If the 
king is in second hand it will be lost 
unless guarded by four low cards in such 
case, but if it is in fourth hand with even 
but a single guard it must take a trick. 
Finessing is taking this and other similar 
chances ; in such cases as the one given, it 
cannot lose and may win. But care 
must be taken not to lead a high card 
which if covered by second hand and 
won by third hand, will leave the master- 
card or second best guarded in an adver- 
sary's hand. Thus, to lead the queen 
from queen and one or two low in one 
hand to the ace and three or four low in 
the other hand, the adversaries holding the 



THE PLAY 81 

knave and ten, is a poor play, because if 
king is in second hand and it is played, 
the trick goes to the adversaries unless 
the ace is played, and in that case the ad- 
versaries have complete command of the 
suit. If king is in fourth hand and is 
played, the adversaries have the second 
and third best against the ace in the 
dummy or dealer's hand. So if ace, knave 
and low are in dummy, and the dealer has 
queen and low, to lead the queen is not the 
best play ; he should lead a low card, and 
take the finesse of the knave in dummy's 
hand, and, if it succeeds, wait until the 
queen can be led through the king which 
appears to be marked in the elder hand. 

If he is able to finesse in either hand, 
the dealer should make it in the hand 
playing after the adversary, whom he 
does not want to have the next lead. 



82 THE GAME OF BRIDGE 

Other things being equal, finessing is 
better on the second round of a suit than 
on the first. Finessing in one of the 
dealer's suits should generally be done 
in the hand that is long in the suit. 

Finessing in the adversaries' suits is 
sometimes useful and may force out the 
master-card or a very high one without 
serious loss ; but it is generally necessary 
to do the finessing at second hand, for 
the dealer would not often continue or 
lead up to an adversary's long suit. 

When the dealer is well protected all 
round, but has no established or very 
long suit in either hand, he should make 
finesses at every opportunity, and try to 
promote his good cards to the first rank 
by forcing out the adversaries' higher 
ones with comparatively low ones of 
his own. 



THE PLAY 83 

At second and third hand the dealer's 
play is much the same as at Whist. But 
seeing both hands and knowing what to 
do with them, he will frequently have oc- 
casion to depart from the usual methods. 
As, for example, suppose on a trump- 
suit make a low card is led and dummy 
has the ace and one or two low cards of 
the suit, and the dealer has only a low 
card or two of it. As the ace is the 
only trick he can take in the suit, he may 
find it best to go right up with the ace on 
the first round, especially if he can make 
an advantageous lead from dummy's 
hand, and wishes to do it at once. The 
low cards can often be discarded to ad- 
vantage. But at no trump he would 
almost always hold up the ace. There 
would generally be no need of playing it 
at once. 



84 THE GAME OF BRIDGE 

From any three honors in sequence in 
second hand he should play one of them 
on any card led, the lowest of them from 
dummy's hand, the highest from his own 
hand. So if there are three or more hon- 
ors in sequence divided between the deal- 
er's and dummy's hands, they may be 
treated as if in the same hand, and one 
of them played at second hand. Thus, 
with king, knave, and one low in dum- 
my's hand, second to play on a low 
card led, and the queen and low in the 
dealer's hand, the knave might be played 
from dummy's hand, if he wanted the 
lead there, or it might be held up and, 
if the ace is not played third hand, the 
trick won with the queen. 

So with two honors in sequence and 
one low card it is generally best to play 
one of the honors at second hand, but not 



THE PLAY 85 

with more than one low, except when 
holding ace, king, or king, queen, and two 
low on a trump-suit make. At no trump 
a low card should be played unless the 
dealer wants to get the lead at once. 

From king and one low it is gener- 
ally well to play the king at second 
hand, whether on a suit make or no 
trump. If king and one low are in 
dummy it is always best to play the 
king, unless the dealer holds the ace 
and wants the lead. If king is not played, 
third hand would try to wdn the trick 
wdth a card lower than the king ; as, for 
instance, holding ace and ten, he would 
play the ten. The best chance to save 
the king under such circumstances is to 
put it up at second hand. 

At third-hand play the dealer fre- 
quently finesses, or " ducks " the card 



86 THE GAME OF BRIDGE 

led, as already explained, but otherwise 
he would play his highest and come 
back with the next highest from the 
hand which is not long in the suit, so 
as to get out of the long hand's way. 

Play on a Trump-Suit Make 

When the dealer has declared a trump 
suit, — a heart, or a diamond, — he is 
strong in trumps, and the other side 
is on the defensive. In this case he 
should generally try to get the lead 
early and start the trump suit. He 
should draw the adversaries' trumps as 
soon as possible, just as he would with a 
strong trump-hand at Whist. But as he 
can see dummy's hand and the oppor- 
tunities if any to give that hand a ruff, 
he may try to make a trick or two by 
trumping in from dummy before getting 



THE PLAY 87 

the trumps out. He should play accord- 
ing to the situation, making the best of 
all his opportunities by ruffing or cross- 
ruffing when it is profitable to do so. 
But barring some such exceptional 
condition, he should lead out trumps 
promptly. If he is strong enough to 
declare a trump suit he ought to be 
strong enough to lead them. After he 
has exhausted the adversaries' trumps 
he can turn his attention to establishing 
his best long suit in either hand. 

When the trump make was passed and 
dummy declares spades, it is probable 
that it is a safety and defensive make. 
In that case the adversaries are presum- 
ably the stronger side. The dealejr's first 
care in this case is to save the game and 
to do this he must watch the tricks taken 
and never lose sight of the number that 



88 THE GAME OF BRIDGE 

he needs for the purpose. He should try 
and secure these tricks early and should 
not take finesses nor hold up winners 
on the chance of gaining by doing so. 
When he has the game saved, he can 
plan for making more and if advisable 
take chances for the purpose. 

If a spade make is not doubled and 
neither side has scored 20, it is usual not 
to play the deal, but to give the dealer 
two points and score the honors as held. 

Forcing Discards 

Both at no trump and on a suit make 
the dealer should force discards from his 
adversaries when he can. Forced dis- 
cards not only weaken the hand, but 
they give important information to the 
dealer. The player who is compelled to 
discard is often in trouble and doubt as 



THE PLAY 89 

to what to do, what honors or suit to try 
to protect and what to throw away, and 
he not infi'equently does the wrong thing 
and loses tricks in consequence. Forced 
discards are always unpleasant, generally 
perplexing, and frequently disastrous. 
Whatever method of discarding his ad- 
versaries follow, if the dealer knows it, — 
and he has a right to ask, — he is informed 
of strength or weakness in the adversary's 
hand and should avail himself of this 
information. 

In General 

The dealer plays according to the con- 
ditions, generally an offensive game, but 
occasionally on the defensive. In the one 
case he plays to win the game, 'in the 
other to save it. He should endeavor 
to deceive his adversaries by false card- 



90 THE GAME OF BRIDGE 

ing, concealing his own strength, and in 
every way he can. He should of course 
keep the count of the trumps and of the 
plain suits just as carefully as he would 
at Whist. At no trump he must aim to 
obtain and retain the command of the 
suits, and if necessary for that purpose 
should hold up high cards ; at a trump- 
suit make, he must generally play to 
exhaust the adversaries' trumps first 
unless more tricks can be made by a 
ruffing game. 

The Non-Dealers' Play 

When the dealer or dummy has de- 
clared no trump, or hearts or diamonds 
trumps, and the make is not doubled, 
the other side is on the defensive. They 
start with the knowledge that they must 
play an uphill game, and their first object 



THE PLAY 91 

should be to save the game. They should 
watch the tricks and keep in mind the 
number needed to^ save it. If they have 
saved the game they may then try to 
improve their position and make more, 
especially try to prevent the dealer from 
making a large score. 

The methods of play at no trump and 
with a red trump-suit make are different. 
At no trump the original leader should 
open his best long suit and, if established, 
continue it ; if not established, lead it 
to clear it as soon as possible. If, how- 
ever, with a long suit which will require 
a round or two to clear it, he holds the 
ace, king, and queen in a short suit, he 
should lead the king of the short suit to 
show his partner the command of it, and 
how to put him in at any time, and also 
to have a look at dummy's hand ; and 



92 THE GAME OF BRIDGE 

then he should open his long, unestab- 
lished suit, unless dummy's hand shows 
it would be undesirable to do so. Gen- 
erally he should not lead out aces and 
kings in short suits, but keep them to 
get the lead with again. Suppose he 
holds queen, knave, ten, and two or three 
low in one suit, and ace, king, and one low 
in another ; he should lead the queen of 
the long suit first. It is the best plan to 
force out at least one of the higher cards, 
if they are held by the adversaries, before 
parting with one of the re-entry cards. 
With two suits of equal length, four 
cards in each, one headed by ace, king, 
queen, the other by queen, knave, ten, 
the best play would be to lead the king 
of the one suit and then the queen 
of the other. But on a no-trump make 
the leader will not often have such good 



THE PLAY 93 

cards as those, and he will frequently 
have to open from a poor suit, such as 
four headed by a single honor. There is 
not much advantage in informing partner 
that such a suit as that is the best you 
hold, but the rule is to lead the long suit 
and it is generally right to follow it. 
But occasionally a combination may be 
held which will justify leading from a 
short suit, such as ace, king, queen, when 
the king might be led first, dummy's cards 
looked at, and then the long suit opened. 
Holding queen, knave, and one lower, or 
knave, ten, and one lower, the head of the 
sequence may be a better lead than a low 
card from a four-card, single-honor suit. 
An intelligent partner should size up the 
situation, certainly by the second round, 
and when he gets in should lead a sup- 
porting card, if he has one, up to what he 



94 THE GAME OF BRIDGE 

supposes to be his partner':^ best suit, 
or up to weakness in dummy's hand. 
A lead from only two high cards in 
sequence may also be used, but is more 
apt to find an adversary long in the suit 
than partner. If the leader has a two- 
card suit, he must hold also either a suit 
of five cards or more, or two four-card 
suits, and generally a lead from one of 
these would be preferable to a short-suit 
opening at no trump. A singleton lead 
would be absolutely useless, and generally 
disadvantageous at no trump. 

The original leader should generally 
open his long suit and should lead such 
high card, if he has one, as will show his 
partner what other high cards he holds 
in the suit. Thus the king is always led 
when the leader also holds the ace or the 
queen, or both. When queen, knave, 



THE PLAY 95 

ten, etc., or knave, ten, nine, etc., are 
held, the head of the sequence is the 
proper lead. With ace, queen, knave, 
etc., the usual lead is the ace, followed 
by the queen ; but if there is no other 
re-entry card in the hand, with which 
the leader is reasonably sure of getting 
in again, the queen may be led first. 

Number-showing leads are of no use 
at Bridge. The dealer, of course, will 
not use them, and they cannot be of 
any benefit to the non-dealers. When 
a low card must be opened, lead the 
lowest held of the suit. Many good 
players and writers on the game use 
and advocate the lead of the fourth best, 
not as number-showing, but because by 
applying the eleven rule the leader's 
partner can often read exactly what 
high cards the leader has left in his 



96 THE GAME OF BRIDGE 

hand. This is the fact occasionally, but 
not frequently, and the dealer's knowl- 
edge of the two hands which are played 
in combination gives him superior facil- 
ities in reading the cards held against 
him and their location. He knows at 
the outset what high cards are held 
against him, and the fourth-best lead 
helps him to locate them in the proper 
hand, while the leader's partner cannot 
tell so quickly or readily what high cards 
are held by the leader and what by the 
dealer. Knowledge of the command of 
a suit is very important to give to part- 
ner ; but the fourth-best lead rarely fur- 
nishes that information, and when it does 
not it would seem as if the dealer must 
receive more benefit and advantage from 
the information conveyed by the lead 
than the leader's partner can. The ob- 



THE PLAY 97 

ject of the fourth-best lead, and the infor- 
mation conveyed to partner by it, is to 
enable the partner to assist in the clear- 
ing and establishment of the suit, by 
unblocking, returning a high card, and 
keeping the suit going. All this he can 
do just as well in almost every case under 
one system of leading as under the other. 
Do not lead out aces or kings in short 
suits, but keep them for re-entry. They 
are rarely lost by holding them back. 

Secondary Leads 

When the opening lead was from an 
established suit it generally should be 
continued. It is dangerous to change 
the suit, because if the dealer or dymmy 
gets in he will run off his established 
suits, if he has any, and very possibly 
force discards from the original leader's 



98 THE GAME OF BRIDGE 

long suit. Dummy's cards, being laid 
down after the first lead, may possibly 
show a reason for changing suit, but not 
often. If the leader's suit is not estab- 
lished after the first round, he should 
generally continue it when he gets in 
again, unless dummy shows a tenace 
over it, or partner has shown a better 
suit. It is a mistake to try to estab- 
lish two suits in partner's hands ; but 
it is good play to abandon a poor suit 
in one's own hand and play for a better 
one in partner's hand. 

At no trump the long-suit game is 
practically the only game for either side 
to play. The non-dealers should be very 
cautious about giving up the command- 
ing card of a suit. There is almost no 
danger of its being ultimately lost, and 
it should be held up as long as possible, 



THE PLAY 99 

consistently with its safety. Dummy's 
hand at once shows his strength and his 
weakness. In the absence of any posi- 
tive plan of play the non-dealers should 
lead up to weakness, or through strength 
in the dummy's or the dealer's hand. 

Play on a Trump Make 

When the dealer or dummy declares 
a red-suit trump he presumably has a 
decided superiority in trump strength, 
and the non-dealers must defend them- 
selves the best way they can. If they 
hold winning cards they should generally 
make them early lest they lose them by 
ruffing. They should try first to save 
the game, and then to keep the dealer's 
score down as low as possible, as already 
explained. 

The first lead should generally be fi-om 

LOFR 



100 THE GAME OF BRIDGE 

a strong suit, if established or strong 
enough to give a reasonable prospect of 
establishing it in one or two rounds. 
The length of the suit is not often of 
much importance unless it is either estab- 
lished already, or one or more re-entry 
cards are held in other suits, so that it 
can be made useful in forcing the deal- 
er's trump strength. There is practically 
no chance of bringing in the low cards of 
an established suit. 

If the original leader holds ace and 
king in a plain suit he should lead out 
the king so as to have a look at dummy's 
hand, as he thus may derive some valu- 
able suggestion as to what to do next. 
So, if he has no good suit to open, he may 
lead out an ace from ace and low for the 
same purpose. With any three honors 
in sequence, not including the ace, lead 



THE PLAY 101 

the head of the sequence. The leads are 
the same as at no trump, except that 
aces and kings are led out at once from 
a four-card suit, and not kept back as at 
no trump. 

When the long suit is a fairly good one, 
containing two or three honors, it should 
be opened at once, unless you have a 
winner to lead to get a look at dummy. 

A single -honor, four -card suit is a 
poor one to lead from, and a lead from 
a good short suit is better. The follow- 
ing are fairly good leads : Lead lowest 
from ace and two low. From ace, king 
only, lead ace, then king ; partner should 
return the suit if he can to let you ruff 
it. King, queen only, lead king, ^ueen, 
knave, with or without low cards, lead 
the queen. Knave, ten, with or with- 
out low, lead the knave. A singleton 



102 THE GAME OF BRIDGE 

or '^ sneak" lead is a good one. Part- 
ner should always return the suit when 
there is any chance of its having been a 
singleton lead. 

If dummy declared a red-suit trump it 
sometimes works well to lead a medium 
high trump, such as knave, ten, or nine, 
through him, for he is strong and the 
dealer presumably weak in the suit. So 
if dummy declared spades trumps, even 
though pone did not double, a similar 
lead in spades may prove advantageous. 

If pone doubled a no-trump make it is 
the custom of many players to lead their 
best heart, it being understood that pone 
has the ace of hearts, and that he will 
not double unless he has it. But, as pre- 
viously stated, a hard and fast rule to 
that effect might prevent pone's doubling 
at no trump when he does not hold the 



THE PLAY 103 

ace of hearts, but holds a hand which 
would otherwise warrant doubling. If 
dummy declared spades, if you have not 
a winner to lead, it is often well to lead 
a medium high spade through dummy. 
If pone doubled a spade make, lead your 
best spade. 

If dummy holds a singleton, whether a 
trump or an ace or other high card in a 
plain suit, it is usually a good plan to 
make him play it, and thus prevent the 
dealer's leading it, or leading up to it. 

The non-dealers should force each 
other at every opportunity. By mak- 
ing their winners early and getting in 
a ruff or two they may save the game. 
But if the dealer, when he is in, refrains 
from leading trumps, it is probable that 
he wants to trump in, or he may be 
doubtful of the expediency of leading 



104 THE GAME OF BRIDGE 

trumps. In either case it is often a good 
plan to lead trumps yourself, especially 
through his strength up to weakness in 
the dummy. Caution must be exercised, 
however, not to lead up to a tenace or 
probable tenace in the dealer's hand. 
Do what you think the dealer does not 
want you to do ; and if you discover a 
weak spot in his hand lead up to it if 
you can. 

If, in order to save the game in a des- 
perate situation, it is necessary that your 
partner should hold a certain card, you 
must assume that he has it and play 
accordingly. 

Return partner's suit on a no-trump 
make before showing your own, unless 
you have a much better one, and on a 
trump-suit make also, if there is any rea- 
son to believe the lead was a singleton. 



THE PLAY 105 

Lead back the highest of three or 
two left of the suit in your hand on a 
no-trump make, the lowest of more than 
three. 

Leads 

The rules for leads are very simple. 
They are shown in the following table. 

At No Trump 

Holding 

Ace, king, queen, knave, and low; lead 
king, then knave. 

Ace, king, queen, and low ; lead king, 
then queen. 

Ace, king, knave, and low ; lead king. 

Ace, king, and five or more low ; lead 
king, then ace. 

Ace, king, and less than five low ; lead 
lowest, then king. 



106 THE GAME OF BRIDGE 

Ace, queen, knave, and low, lead queen, 
— if you have no certain re-entry card in 
another suit ; if you have such re-entry 
card, lead ace, then queen. 

Ace, and six low ; lead ace. 

Ace, and less than six low ; lead lowest. 

King, queen, knave, and low ; lead king, 
then knave. 

King, queen, and five or more low; 
lead king. 

King, queen, and less than five low ; 
lead lowest. 

King, knave, ten, and low ; lead 
ten. 

Queen, knave, ten, and low; lead queen. 
(Some lead queen from queen, knave, 
nine, etc.) 

Knave, ten, nine, and low ; lead knave. 

From all other combinations lead the 
lowest. 



THE PLAY 107 

On a Suit Make 

The leads are the same as above, ex- 
cept lead king from all combinations con- 
taining king with ace or queen, regardless 
of number. 

From ace, queen, knave, etc., lead ace, 
then queen. 

Second and Third Hand Play 

At second and third hand the non- 
dealers' play is similar to that at Whist, 
except so far as it is modified by the ex- 
posed cards in dummy's hand. 

When the dealer leads, second hand, 
seeing what dummy holds of the suit, 
plays accordingly. If he holds a king, 
queen, knave, or other card which dummy 
cannot beat, he should generally play it. 
On a red-suit make he should do so any- 



108 THE GAME OF BRIDGE 

way, and also on a no-trump make unless 
he holds such a combination as will prob- 
ably give him a tenace or master-card over 
the leader. But holding the ace of the 
suit he should not play that at no trump, 
nor on a suit make unless dummy has 
but one card of the suit and will trump 
the next round, or his suit is so long that 
it is probable that the dealer can trump 
the next round, or it is imperative that 
he should take the lead at once. Retain 
the command of an adversary's suit as 
long as you can. 

If dummy can beat anything you hold, 
play low and let the dealer determine 
whether to finesse or not. 

Holding a sequence of three honors, 
second hand should play one of them. 
With any two cards as high as the ten, 
in sequence, with but one low, play one 



THE PLAY 109 

of the sequence on a suit make. Holding 
king and one low, play the king, unless 
dummy plays after you, holding the ace. 
If the dealer leads an honor to a ten- 
ace or higher honor in dummy, or leads 
such a card from dummy apparently to 
strengthen the other hand, second hand, 
holding a higher honor than that led, 
should cover. Thus supposing the knave 
is led to ace, queen in dummy's hand, 
second hand, holding the king and one 
or two low, should play the king. He 
cannot save it anyway, but covering the 
knave calls out the ace, and if his partner 
happens to hold the ten, he has the 
second best in a pretty safe position 
behind the queen. If partner has not 
the ten, it makes no difference how 
second hand plays, except that it takes 
two of the dealer's honors to win the 



110 THE GAME OF BRIDGE 

first trick. So if the ten is led to ace, 
knave, in dummy's hand, and second hand 
holds the queen and low, he should play 
the queen ; if it is passed the queen wins ; 
if the ace is played the chances are 
that his partner remains with the king, 
the master-card, in a position of ad- 
vantage behind the knave in dummy; 
possibly also the nine. 

If second hand holds a fourchette (the 
card next higher and next lower) over 
the card led, no matter what its size is, 
he should cover ; also with an imperfect 
fourchette over any high or medium card 
led. 

With ace, king, and low at no trump 
he should pass a low card led, but play 
the king when a suit is declared ; so also 
holding king, queen, and one low, play 
queen ; but with more than one low, 



THE PLAY 111 

pass at no trump ; play queen when a 
suit is declared. 

If dummy leads a singleton, second 
hand holding the ace should play it, of 
course. Other situations will occur where 
second hand should go in with a high 
card. 

At third hand the methods of play also 
vary at no trump and on a suit make. 
At no trump the play is more backward, 
high cards often being held up and the 
control of the suit retained as long as 
possible. Original third hand holding 
the ace and knave, or ten, — or other par- 
tial, or imperfect tenace over a guarded 
honor shown in dummy's hand, — should 
usually finesse, rather than part with the 
command of the suit. Thus, if dummy 
holds the king singly guarded and it is 
not played, third hand, holding ace, 



lis THE GAME OF BRIDGE 

knave, or ace, ten, should play the 
knave or ten, in order to catch the 
king next time and not leave the com- 
mand of the suit in dummy's hand. If 
the knave or ten wins, return the ace. 
But if the king is doubly guarded and 
is not played, it must win unless the 
lead can be made through it again ; and 
as this would require a change of suit, 
the chances are, on a no-trump make, 
that the dealer would get in and possibly 
the ace might not make at all. Third 
hand must weigh the chances and may 
take the finesse if he thinks it safe ; but 
generally it would be better to play the 
ace and return the knave or ten, if the 
king is left in dummy with a guard to it. 
The dealer may perhaps have only two 
cards of the suit and be unable to put 
dummy in the lead again. 



THE PLAY 113 

Third hand will ordinarily assume that 
at no trump the original leader opens his 
best long suit, and by counting his own 
cards and dummy's, and reckoning that 
the leader must have had four at least, he 
can frequently locate all the cards of the 
suit, or at least tell how many of it 
the dealer must hold, and govern his 
play accordingly. 

So, with queen and two low in dum- 
my's hand, third hand, holding ace, knave, 
or ace, ten, should finesse the knave or 
ten, and if it wins the king is almost 
certainly in the leader's hand, and third 
hand should return the ace and then 
a low one. But if dummy holds the 
queen with more than two guards, third 
hand should not finesse, but play the 
ace and return the knave or ten. It is 
too risky to open another suit and hope 

8 



114 THE GAME OF BRIDGE 

to have the other suit led again through 
the queen, unless the original leader 
opened first with a king, which won, 
showing the holding of the ace, and 
then opened a low card of a presum- 
ably long suit in which dummy holds 
the queen twice guarded ; then pone, 
holding ace, knave, or ace, ten, should 
finesse, and if the finesse wins, lead back 
the suit first opened by the original 
leader, to put him in the lead again, 
and let the second suit opened be led 
through the queen again. But with a 
no-trump declaration there is not much 
likelihood of the non-dealers being so 
strong as above indicated. 

Except as above stated, third hand 
should not finesse at no trump ; that 
is, unless he holds the ace, and king or 
queen guarded is in the dummy. On 



THE PLAY 115 

a trump-suit make there is no finessing 
for the non-dealers. If dummy holds a 
guarded honor or high card, which is 
not played, and third hand has a four- 
chette over it ; that is, the card next 
higher and next lower than the high 
one in the dummy, third hand should 
play the lower one and return the higher. 
This is not a finesse, for the three cards 
taken together constitute a sequence, and 
the lowest of the sequence should be 
played. 

If third hand wins the first trick, or 
gets in later in one of the dealer's suits, 
he should return his partner's suit unless 
he has a much better one of his own, 
or unless dummy's cards show a major 
tenace, or guarded honor in the suit 
originally led, so that it would be dis- 
advantageous to lead it back up to 



116 THE GAME OF BRIDGE 

dummy ; but if dummy holds the mas- 
ter-card the suit should be returned to 
get it out of dummy's hand. Until the 
command of the suit is taken from the 
dealer nothing can be done with it. In 
the absence of anything better to do lead 
up to weakness or through strength. 

When the dealer or dummy declares a 
a red-suit trump there is no opportunity 
for the other side to finesse. If dummy's 
hand contains a card against which, if 
its position were unknown, a finesse 
would be proper for third hand, it cannot 
be finessed against when its position 
is openly shown. If third hand holds a 
fourchette over such high card in dummy, 
which is not played, the lowest of the 
fourchette should be played ; but holding 
high cards, dummy not holding an inter- 
mediate high card, third hand should 



THE PLAY 117 

play his highest ; or, in case of a sequence, 
the lowest of the sequence. If dummy- 
does not hold the card against which 
third hand would ordinarily finesse at 
Whist, it must be either in fourth hand 
or the leader's, and in either case a 
finesse would be wrong. It is wrong 
to finesse against partner, except in some 
unusual situation where third hand holds 
better cards, and to save or win the game 
a finesse is necessary. 

The finesse, customary at Whist, of the 
queen from ace, queen, etc., by third 
hand, is entirely improper at Bridge, 
unless dummy has the king guarded 
and does not play it ; but this is not a 
finesse, it is a '' self-evident proposi- 
tion," and the lowest of a sequence. 
If dummy has not the king, either the 
dealer has it, in which case the only 



118 THE GAME OF BRIDGE 

chance to catch it is to play the ace, 
or the leader has it, in which case third 
hand should get out of his way by play- 
ing the ace first and returning the queen. 
If the dealer has the king once guarded 
it must make anyway, but third hand, 
by winning with the ace and returning 
the queen, clears up the leader's suit 
promptly, or, if it was a sneak lead, 
gives him a chance to trump the king 
if the dealer plays it ; if not, the queen 
wins. So with ace, knave, etc., in third 
hand, dummy not holding king or queen, 
the ace should be played and the knave 
returned. If the dealer has the king it 
is called for on the knave led back on 
the second round, and it makes no dif- 
ference except that if the leader has the 
queen he is promptly in command of the 
suit, or if he led a sneak he gets in a 



THE PLAY 119 

ruff; but if the leader has the king and 
the dealer the queen, it does make a 
great difference in the leader's favor. 
To play the knave in this case third 
hand on the original lead is to take the 
only chance to lose. 

Holding king, knave, etc., third hand 
should never play the knave on the first 
lead unless dummy holds the queen and 
does not play it. 

Some players use the trump signal 
— that is, playing a higher card before 
a lower one of the same suit, unneces- 
sarily — to call for a lead of trumps. 
This might occasionally be useful if the 
player on the left of the trump maker 
has such strength in trumps that he 
wishes them led through the maker 
although he did not feel warranted in 
doubling, but it would not happen 



120 THE GAME OF BRIDGE 

often. Others use the same form of 
signal to show that they are out of the 
suit and would hke to trump it. As this 
would naturally occur oftener than trump 
strength sufficient to justify a trump call, 
it would seem to be better to use it for 
the " down and out " signal rather than 
for the trump call, but partners should 
agree as to this point before playing 
together. 

In general on a red -suit make the non- 
dealers should get in their winners or do 
their trumping-in as quickly as possible. 

If the make was doubled, or if it was 
a spade make, for safety apparently, the 
conditions are changed and the non- 
dealers should play a more aggressive 
game, by leading trumps, or in other 
ways. 



THE PLAY 121 

Unblocking 

The original lead at no trump being 
from the long suit, either four or more, 
third hand must take care not to block 
the suit. Being left with the master-card 
and no other on the third round blocks 
the suit, and unless he can put his partner 
in again, original third hand has thus very 
probably lost himself and his partner one 
or more tricks. On the first round if a 
low card is led, third hand should play 
his highest, even with ace, queen, as 
before stated, and return the next high- 
est, unless he originally held five or more 
in the suit. If the original lead was of 
a high card on which third hand must 
play a low one, if he holds exactly four 
of the suit he should play the third best 
oft hose four. If he returns the suit, he 



122 THE GAME OF BRIDGE 

should lead back the highest of those he 
has left, and should on any subsequent 
round hold back his lowest card, keeping 
it until the last. Thus, suppose the lead 
is of the ace, followed by the queen (won 
by the dealer with the king), and pone 
held the nine, six, four, two, he should 
play the four on the first round. If he 
returns the suit for the next round he 
should lead the nine ; if the suit is 
led elsewhere he should play the six, 
(unless he has to put up the nine), and 
should retain the two until the last round 
of the suit. If in this case the leader had 
the ace, queen, knave, seven, three, and 
on the third round plays the knave to hold 
the trick, and pone had started with the 
two and played his cards up, he would 
be left with the nine and have to win 
the fourth round, and the leader might 



THE PLAY 123 

lose a trick. This simple mechanical 
method of unblocking accomplishes the 
purposes of the number-showing leads in 
a great many cases. The same system 
should be followed when a low card is 
led, that is, if on the first round the 
highest must be played in an attempt 
to win the trick, the original third best 
should be played on the second round 
and the lowest retained until the last. 

If third hand holds high cards in a short 
suit which might block his partner's suit, 
he must get them played out of the way 
when he can, playing the higher before 
the lower, unless he has to sacrifice a 
trick to do so. 

This is not a matter which can be pro- 
vided for by a rule. The player must be 
on his guard and try to understand the 
situation and play accordingly. To take 



124 THE GAME OF BRIDGE 

a simple illustration, suppose at no 
trump the original leader leads the 
king of a suit in which third hand holds 
the ace and one low only. The pre- 
sumption is that the leader has the queen 
and knave, or else the queen and at least 
four low cards, more probably five low 
ones. Third hand should play his ace on 
the king and return the low one, otherwise 
he would completely block his partner's 
suit. So at no trump, on the lead of the 
queen, third hand, holding the king and 
but one low, should play his king and 
hold back his low card. On a trump- 
suit make, as the queen might have been 
led merely as a supporting card, the king 
should not be played at third hand from 
king and one low. So of course if third 
hand holds ace, king, and one or more 
low, he should not cover his partner's 



THE PLAY 125 

queen led when a trump suit was de- 
clared. If they can make three tricks 
in one suit they will be doing very 
well. 

The Discard 

An entirely satisfactory rule for the 
first discard has never been formulated, 
and the practice among players differs. 
Some always discard first from their 
weakest suit, some from their strongest 
suit on the adversaries' strong trump 
make. Others follow no rule other than 
to say that they discard what they can 
spare best from their hand, and others 
again use artificial methods of play, or 
conventions, to show strength or weak- 
ness in the suit. Some use the " rotary 
discard," a system whereby the discard 
from one suit is made to mean strength 



126 THE GAME OF BRIDGE 

in the next suit to it in the order of 
arrangement of suits previously agreed 
upon. This, besides being dishonest, is 
practically of little or no value. There 
are objections to almost any rule, for the 
dealer, being strong, is generally in a 
position to take advantage of any dis- 
closure of strength or weakness. The 
best rule on the whole is, — if the adver- 
sary has shown superior strength either 
in trumps or at no trump, discard first 
from your best-protected suit ; after- 
wards, for the best protection of your 
hand. 

The chance of bringing in the whole 
of a long established suit when the dealer 
has declared either no trump or a red- 
suit make is exceedingly small ; it may 
happen, perhaps, but so seldom that it 
is hardly worth while to try for it. If 



THE PLAY 127 

the first discard is from weakness your 
partner generally has to choose between 
two suits to hit your strong one, while 
if the first discard is from strength 
he knows at once which suit to lead. 
The dealer of course, if he is in, will 
lead another suit, but if the discard is 
from weakness he has the same or a 
greater advantage in leading up to that 
suit, and the balance is in favor of the 
first discard from strength. 

The rule stated does not apply to the 
dealer, for he discards any way to suit 
himself, ordinarily from weakness ; nor, 
at no trump, to the original leader, for 
he shows his best suit by leading it. 
On a red-suit make also the leader 
very often opens his best suit, in which 
case the rule does not apply. It is only 
for the case when the discarder has not 



128 THE GAME OF BRIDGE 

shown his best suit by leading it that 
the rule has any application. 

Secondary discards and discards made 
after the strong suit has been shown are 
in practice more difficult and troublesome 
than the first discard. Very often four, 
five, or six discards have to be made, and 
it becomes difficult to know what to do. 
Generally speaking you should discard 
from weakness, but at the same time 
you should try and keep probable or 
possible entry cards so protected that 
they will be eventually good for tricks. 
It often happens that you have two 
such cards, and in trying to protect 
both lose both. The best way is to 
keep one of them protected and throw 
away the other suit. It is often hard 
to tell which to keep, but sometimes 
you can get some indication as to what 



THE PLAY 129 

to do by the dealer's or your partner's play 
or discards. If it appears that partner is 
trying to protect one suit, it is usually 
better for you to throw that away and 
protect the other one. 

Try and keep the last card you hold of 
partner's suit, as you may need it to lead 
to him ; but you should look out first 
for your own entry card. It is a bad 
play to discard a singleton, because on 
the first round of the suit the dealer 
can then place every card of it and 
finesse deeply against your partner in 
it, or lead it through him ; and besides, 
it may be a valuable card to lead to 
your partner. 

Perhaps the best suits to discard from 
are those headed by an ace, or king, with 
two or more low, keeping one guard to 
the king, and the ace also, if you can, for 



130 THE GAME OF BRIDGE 

it is usually bad to have the ace left 
alone, as it may prevent partner bring- 
ing in a winner or you may have to 
overtake his trick. 

You will often be pushed very hard on 
the discard and find yourself in an almost 
hopeless situation ; but if you see that in 
order to save the game partner must 
hold a certain card, you should assume 
that he has it, and if necessary discard 
everything else but a card of that suit. 

Some players use the reverse discard, 
which in form is the same as the trump 
signal at whist, playing a higher of a 
suit before a lower one, unnecessarily, 
in order to reverse the meaning of the 
discard according to the rule which the 
player ordinarily follows. It may be 
found useful occasionally. 

If the dealer's make is doubled, or the 



THE PLAY leSl 

make was spades, apparently for safety, 
the rule is changed, and the first discard 
should be from weakness. 

Partners before playing should come 
to an understanding as to the rule for 
discard to be followed by them. 

In General 

Players should pay close attention to 
the game, not only to the score and to 
the fall of the cards, but to the prelim- 
inaries and the customary formalities. 
Before the play begins each has some- 
thing to do. While the deal is going 
on the dealer's partner must shuffle the 
other pack and place it at the left hand 
of the player on his right, ready for the 
next deal. The player on the dealer's 
right should be ready to cut the pack 
when tendered to him for that purpose 



132 THE GAME OF BRIDGE 

by the dealer, and in doing so he should 
place the packet removed from the pack 
beyond the remaining portion of the 
pack and nearer the dealer. When the 
deal is completed the dealer, after sort- 
ing his hand and looking it over, should 
without unnecessary delay, either declare 
the trump, or no trump, or say, " I leave 
it to you, partner," or " Please make it, 
partner," and dummy should do so with- 
out unnecessary delay. The elder hand 
should also either double, or ask his 
partner, " May I lead ? " and his partner 
should reply, '' I double," or, " If you 
please," as the case may be, with rea- 
sonable promptness. The conversation 
of the game as prescribed by the laws 
is a necessary formality and should be 
conducted promptly and regularly, but 
limited strictly to the phrases above 



THE PLAY 133 

given or their equivalents. Anything 
more than that is not only unnecessary, 
but is apt to be unfair and improper. 

Any remark, gesture, or manner which 
indicates or may indicate the character 
of a player's hand is unfair, and is too 
common a fault, although unintentional. 
Thus, to hesitate long over one hand and 
to leave the make on another after a mere 
glance at the hand may give information 
as to the character of the hand. So the 
manner of asking the question whether 
one may lead, and the manner of answer- 
ing it may tell something of the hand. 
Complaining of one's bad luck is dis- 
tinctly unfair. Players should try and 
maintain an even and calm manner of 
performing all the formalities, taking the 
same length of time for deciding and an- 
nouncing their decision in the case of 



134 THE GAME OF BRIDGE 

poor luck as in that of good luck. They 
should play their cards deliberately, but 
not with hesitation. 

If a penalty is incurred, pay it with- 
out grumbling, and do not omit to exact 
penalties when due from the other side. 
Do not take advantage of any informa- 
tion improperly or involuntarily given by 
partner ; but if the other side give infor- 
mation in that way there is no reason 
why you should not take notice of it and 
play accordingly. They should suffer for 
their own faults. 

It is usual, although not obligatory, for 
dummy in laying down his hand to put 
his trumps on his right. He should sort 
his hand carefully before laying it down. 

Always keep the state of the score in 
mind, and the number of tricks needed 
to save or win the game. 



THE PLAY 135 

Take the trick which saves or wins 
the game at once, if you can. 

Play to help your partner, not for 
your own hand only. 

Don't forget that the dealer is trying 
to deceive you by his play. 

Never find fault with your partner. 

Keep your temper, whatever happens. 



THREE-HAND BRIDGE 

The three-hand game of Bridge, some- 
times called '' Cut-throat Bridge," is very- 
entertaining and quite popular. It has 
some advantages over the regular game. 
It is played as follows : The three play- 
ers, who may be designated as A, B, 
and C, cut for deal and choice of seats. 
The first dealer, A, for example, plays 
the dummy against the other two, B 
and C as partners. The next deal passes 
to the left, to B, who then is the dealer, 
playing his own hand and dummy, and 
C moves into original dummy's seat, 
which may be called X, and C and A 
are partners for that deal. The third 



THREE-HAND BRIDGE 137 

deal passes to C, who may remain 
at X, in which case A moves to C's 
original seat, or if A is keeping the 
score, C moves back to his original seat 
and B moves to X and becomes A's 
partner, and so on. It is usually con- 
venient for the score keeper to sit still 
and let the others move. 

The dealer names the trump from his 
own hand, if he can, or if he prefers he 
can leave it to dummy, in which case 
the trump must be made according to 
dummy's hand. If dummy has three 
aces, the declaration must be no trump ; 
if dummy has not three aces the long- 
est suit in the dummy hand must be 
declared ; if there are two suits of equal 
length, the one which has the best cards 
in it is the trump ; or in case there are 
two of equal length and equal strength. 



138 THE GAME OF BRIDGE 

the most valuable suit must be named, 
as hearts in preference to diamonds. 

The other side may double and the 
dealer may redouble from his own hand, 
but if he has seen dummy's cards he 
cannot redouble. 

One advantage of the three-hand game 
is that the dealer has no silent partner 
and cannot injure anybody but himself 
by injudicious makes or poor play. 

The score is kept in three columns, 
one for each player and headed by his 
initial letter. The game and honor 
points count as in the four-hand game, 
but no points are put below the line but 
the game points made by the dealer ; if 
the two playing as partners against him 
make one or more odd tricks on his deal, 
each of them scores, or has scored for 
him, the proper number of points above 



THREE-HAND BRIDGE 139 

the line in his column instead of below 
the line. 

Rubbers may be played, — 100 points 
being added above the line for winning 
a rubber ; or games, — 50 points being 
added above the line for winning a game. 
The game plan is shorter and simpler 
and on some accounts preferable. 

In this game the dealer should not 
forget that if he leaves the make to 
dummy there is a good chance that 
dummy's longest suit will prove to be 
spades, or clubs, and that the chances 
of his holding three aces and thus being 
able to declare no trump are very small, 
so that two very good hands in combina- 
tion may very easily be spoiled, and a 
poor score made when they ought to 
have made a good one. 

For these reasons the dealer ought to 



140 THE GAME OF BRIDGE 

be more venturesome in his declarations 
and take risks which he would not take 
in the regular game, where dummy can 
select the trump from a careful study of 
his hand. The best risk to take as a 
speculative venture is generally a no- 
trump make. If the dealer holds two 
aces it is impossible for dummy to de- 
clare no trump, and it is usually well for 
the dealer to make it no trump himself, 
especially if he holds some protection in 
one of the other suits. 

So, pretty fair strength in a red suit 
warrants declaring it ; five hearts for in- 
stance, or four with two honors, or five 
diamonds with an honor, or even without 
an honor if his score is adverse. With a 
strong suit of clubs and four cards in 
each red suit he should declare clubs, as 
dummy would very probably have to 



THREE-HAND BRIDGE 



141 



make it spades. By passing he always 
runs some risk of failing to count on his 
game score, and he should score if he 
can. 

The following table with explanations 
shows how to keep the score by games : 



A 


B 


C 




50 


50 




20 


30 


50 


48 


4 


30 


8 


8 


4 


12 


12 


16 


30 


24 


8 


24 


12 




4 


24 


48 








48 


48 


156 


244 


164 



Deal 1. A declares hearts ; makes the 
odd card, 8, and simple honors, 16. ' 

Deal 2. B declares no trump ; makes 
two by card, 24, and three aces, 30. 



142 THE GAME OF BRIDGE 

Deal 3. C declares diamonds ; makes 
two by card, 12, and fom* honors, 24. 

Deal 4. A leaves the make to dummy ; 
dummy has not three aces ; his longest 
suit, clubs, is declared. B and C do not 
double, but they make three by card, 12, 
and simple honors, 8, each, and both 
these points are scored above the line. 
(In the above table they are scored 
separately for the sake of illustration, but 
generally the total would be scored.) 

Deal 5. B, dealer, leaves the make ; 
dummy makes spades. B makes two 
by card, 4 ; the other side scores simple 
honors, 4, 

Deal 6. C declares no trump ; makes 
two by card, 24, and 30 for aces. C wins 
the first game and scores the 24 game 
points below the Hne, and the 30 for aces, 
and 50 for winning game above the line. 



THREE-HAND BRIDGE 143 

A line is drawn below the game points 
to mark off the first game. 

Deal 7. A declares no trump ; makes 
four by card, 48, three aces, 30, and game, 
50 ; the first figure below and the last 
two above the line. 

Deal 8. B declares hearts, makes six 
by card, 48, little slam, 20, and game, 50. 

It will be seen that eight deals, as 
above, result in one game apiece. To 
play a rubber might require several more, 
and in any event the fact that only the 
dealer's game points won go below the 
line must necessarily prolong a rubber. 
For these reasons the game method of 
scoring is preferred by many players. 

Double Dwnmy ^ 

At double dummy the rules for the 
trump make and doubling are the same 
as in three-hand Bridge. 



144 THE GAME OF BRIDGE 

The deal passes from one player to 
the other, but not to either dummy. At 
every other deal the dealer must declare 
trump from his dummy's hand before 
looking at his own hand, and his oppo- 
nent must double from his dummy's hand 
without looking at his own. So the 
original lead when it is either dummy's 
turn to lead must be made before the 
dummy's partner has looked at his own 
hand. The dummy hands are not laid 
down until after the first lead has been 
made. 

Some players allow the dealer to re- 
double when he has seen his own and his 
dummy's hand at three-hand, or double- 
dummy Bridge. There is no established 
law or rule about it. 



APPENDIX 

THE LAWS OF BRIDGE 

WITH 

THE ETIQUETTE OF THE GAME 



NOTE 

Bridge was brought to America from Eng- 
land with a code of laws established by the 
English clubs. This code has been generally 
adopted in this country, or made the basis of 
new codes which have been drafted and adopted 
by different clubs. There are several of these 
new codes, all very much alike and containing 
most of the provisions of the English club 
code, but more full and specific in detail. The 
following code, which was established by the 
Whist Club of New York, is an excellent one, 
and covers all points. It is printed by per- 
mission. A few decisions by the card committee 
of that club are added. The notable differences 
between this and other codes are that some of 
them do not restrict doubling the trick value; 
and some impose upon the dealer a penalty of 
the forfeiture of one trick if he leads from the 
wrong hand. In these respects this code is 
preferable in the author's opinion. 



148 APPENDIX 

While there is no recognized authority whose 
dictum must be final upon any disputed matter, 
it is tacitly understood and agreed that players 
are bound by those provisions which are found 
in all the codes. As to matters upon which 
codes disagree, the players should have an 
understanding before they begin to play. 



THE LAWS OF BRIDGE 

The Rubber 

1. The rubber is the best of three games. 
If the first two games be won by the same 
partners, the third game is not played. 

Scoring 

2. A game consists of thirty points ob- 
tained by tricks alone, exclusive of any points 
counted for honors, chicane, or slam. 

3. Every deal is played out, and any points 
in excess of thirty points necessary for the 
game are counted. 

4. Each trick above six counts two points 
when spades are trumps, four points when 
clubs are trumps, six points when diamonds 
are trumps, eight points when hearts are 
trumps, and twelve points when there are no 
trumps. 

5. Honors are ace, king, queen, knave, and 
ten of the trump suit; or the aces when no 
trump is declared. 



150 APPENDIX 

6. Honors are credited to the original 
holder and are valued as follows: 

When a Trump is Declared. 
3 honors held between partners equal value of 2 tricks. 



4 




«( a (« 








4 " 


5 




(( i( (( 








5 «« 


4 




" in 1 hand 








8 " 


4 




«( 4t 1 tt r 5th 


in 1 






9 " 


5 




4. *. 1 .A partner's 


■- 




10 " 



When no Trump is Declared. 
3 aces held between partners count 30 



4 


<( 


(( 


(( (( 


" 40 


4 


(( 


u 


in one hand 


** 100 



7. If a player and his partner make thir- 
teen tricks, independently of any tricks gained 
by the revoke penalty, they score slam and 
add forty points to the honor count. 

8. Little slam is twelve tricks similarly 
made, and adds twenty points to the honor 
count. 

9. Chicane (one hand void of trumps) is 
equal in value to simple honors, i. e.^ if partner 
of player having chicane score honors he adds 



THE LAWS OF BRIDGE 151 

the value of three honors to his score, while, 
if the adversaries score honors, it deducts an 
equal value from theirs.'^ 

10. The value of honors, slam, little slam 
or chicane, is in nowise affected by doubhng 
or re-doubling. 

11. At the conclusion of a rubber the scores 
for tricks and honors (including chicane and 
slam) obtained by each side are added, and 
one hundred points are added to the score of 
the winners of the rubber. The difference 
between the completed scores is the number 
of points won or lost by the winners of the 
rubber. 

12. If an erroneous score affecting honors, 
chicane, or slam be proved, such mistake may 
be corrected at any time before the score of 
the rubber has been made up and agreed upon. 

13. If an erroneous score affecting tricks 
be proved, such mistake must be corrected 
prior to the conclusion of the game iu which 
it has occurred, and such game shall not be 

1 Double chicane (both hands void of trumps) is equal 
in value to four honors, and the value thereof must be 
deducted from the total honor score of the adversaries. 



152 APPENDIX 

considered as concluded until the first deal of 
the following game has been completed and 
the trump declared, unless it be that the game 
is the last one of the rubber, — then the score 
is subject to inquiry until an agreement be- 
tween the sides (as to the value of the rubber) 
shall have been reached. 

Cutting 

14. The ace is the lowest card. 

15. In all cases every player must cut from 
the same pack. 

16. Should a player expose more than one 
card, he must cut again. 

Forming Tables 

17. If there are more than four candidates, 
the players are selected by cutting, those first 
in the room having the preference. The four 
who cut the lowest cards play first. 

18. After the table is formed, the players 
cut to decide on partners ; the two lowest play- 
ing against the two highest. The lowest is 
the dealer, who has choice of cards and seats, 



THE LAWS OF BRIDGE 153 

and who, having once made his selection, must 
abide by it. 

19. Should the two players who cut lowest 
secure cards of equal value, they shall re-cut 
to determine which of the two shall deal, and 
the lower on the re-cut deals. 

20. Should three players cut cards of equal 
value, they cut again; if the fourth card be 
the highest, the two lowest of the new cut are 
partners and the lower of the two the dealer; 
if, however, the fourth card be the lowest, the 
two highest on the re-cut are partners and the 
original lowest the dealer. 

21. Six players constitute a full table, and 
no player shall have a right to cut into a table 
which is complete. 

22. When there are more than six candi- 
dates, the right to succeed any player who 
may retire is acquired by announcing the 
desire to do so, and such announcement shall 
constitute a prior right to the first vacancy. 



154 APPENDIX 

Cutting Out 

23. At the end of a rubber, should admis- 
sion be claimed by one or two candidates, the 
player or players having played a greater 
number of consecutive rubbers shall withdraw ; 
but when all have played the same number, 
they must cut to decide upon the outgoers ; the 
highest are out. 

Rights of Entry 

24. A candidate desiring to enter a table 
must declare such wish before any player at 
the table cuts a card, either for the purpose 
of commencing a fresh rubber or of cutting 
out. 

25. In the formation of new tables, those 
candidates who have neither belonged to nor 
played at any other table have the prior right 
of entry. Those who have already played 
decide their right of admission by cutting. 

26. A player who cuts into one table while 
belonging to another shall forfeit his prior 
right of re-entry into the latter, unless by 



THE LAWS OF BRIDGE 155 

doing so he enables three candidates to form 
a fresh table. In this event he may signify 
his intention of returning to his original table, 
and his place at the new one can be filled. 

27. Should any player quit the table during 
the progress of a rubber, he may, with the 
consent of the other three players, appoint a 
substitute during his absence; but such ap- 
pointment shall become void with the conclu- 
sion of the rubber, and shall not in any way 
affect the substitute's rights. 

28. If any one break up a table, the re- 
maining players have a prior right to play 
at other tables (prior to him). 

Shuffling 

29. The pack must neither be shuffled be- 
low the table nor so the face of any card be 
seen. 

30. The dealer's partner must collect the 
cards for the ensuing deal, and he has the 
first right to shuffle the cards. Each player 
has the right to shuffle subsequently. The 
dealer has the right to shuffle last, but should 



156 APPENDIX 

a card or cards be seen during his shuffling, 
or whilst giving the pack to be cut, he must 
re-shuffle. 

31. Each player, after shuffling, must place 
the cards properly collected and face down- 
ward, to the left of the player next to deal. 

The Deal 

32. Each player deals in his turn ; the order 
of dealing goes to the left. 

33. The player on the dealer's right cuts 
the pack, and in dividing it must not leave 
fewer than four cards in either packet ; if in 
cutting or in replacing one of the two packets 
a card be exposed, or if there be any confusion 
of the cards, or a doubt as to the exact place 
in which the pack was divided, there must be 
a fresh cut. 

34. When the player whose duty it is to 
cut has once separated the pack, he can neither 
re-shuffle nor re-cut the cards. 

35. Should the dealer shuffle the cards 
after the pack is cut, the pack must be cut 
again. 



THE LAWS OF BRIDGE 157 

36. The fifty-two cards shall be dealt face 
downward. The deal is not completed until 
the last card has been dealt face downward. 

37. There is No Misdeal. 

A New Deal 

38. There must be a new deal — ^ 

a If the cards be not dealt into four 
packets, one at a time, and in regular 
rotation, beginning at the dealer's 
left. 

b If, during a deal, or during the play 
of a hand, the pack be proved incor- 
rect or imperfect. 

c If any card be faced in the pack. 

d If any player have dealt to him a 
greater number of cards than thir- 
teen, whether discovered before or 
during the play of the hand. 

e If the dealer deal two cards at once 
and then deal a third before cofrect- 
ing the error. 

f If the dealer omit to have the pack 
cut and the adversaries call attention 



158 APPENDIX 

to the fact prior to the conclusion of 
the deal and before looking at their 
cards. 

g Should the last card not come in its 
regular order to the dealer. 
39. There may be a new deal — 

a If, whilst dealing, the dealer or his 
partner expose a card. Either ad- 
versary may claim a new deal. 

h If either adversary expose a card. 
The dealer or his partner may claim 
a new deal. 

c If, before fifty-one cards are dealt, 
the dealer should look at any card. 
His adversaries have the right to see 
it, and either may exact a new deal. 

d If, in dealing, one of the last cards 
be exposed by the dealer or his part- 
ner, and the deal is completed before 
there is reasonable time for either 
adversary to decide as to a new deal. 
But in all other cases such penalties 
must be claimed prior to the conclu- 
sion of the deal. 



THE LAWS OF BRIDGE 159 

40. The claim for a new deal by reason of 
a card exposed during the deal may not be 
made by a player who has looked at any of 
his cards. If a new deal does not take place, 
the card exposed during the deal cannot be 
called. 

41. Should three players have their right 
number of cards, the fourth have less than 
thirteen and not discover such deficiency until 
he has played any of his cards, the deal stands 
good; should he have played, he, not being 
dummy, is answerable for any revoke he may 
have made as if the missing card or cards had 
been in his hand. He may search the other 
pack for it or them. 

42. If, during the play of a hand, a pack 
be proven incorrect or imperfect, such proof 
renders only the current deal void, and does 
not affect any prior score. The dealer must 
deal again (Law 38b). 

43. Any one dealing out of turn o^ with 
the adversaries' cards must be corrected before 
the play of the first card, otherwise the deal 
stands good. 



160 APPENDIX 

44. A player can neither cut, shuffle, nor 
deal for his partner without the permission of 
his opponents. 

Declaring Trumps 

45. The trump is declared. No card is 
turned. 

a The dealer may either make the 
trump or pass the declaration to his 
partner. 

6 If the declaration be passed to part- 
ner, he must declare the trump. 

46. Should the dealer's partner make the 
trump without receiving permission from the 
dealer, either adversary may demand, 

1st. That the trump shall stand, or 
2d. That there shall be a new deal; 

provided, that no declaration as to doubling 
has been made. Should the dealer's partner 
pass the declaration to the dealer it shall be 
the right of either adversary to claim a new 
deal or to compel the offending player to de- 



THE LAWS OF BRIDGE 161 

dare the trump ; provided, that no declaration 
as to doubling has been made. 

47. The adversaries of the dealer must not 
consult as to which of the penalties under the 
foregoing law shall be exacted. 

48. If either of the dealer's adversaries 
make a declaration, the dealer may, after 
looking at his hand, either claim a new deal or 
proceed as if no declaration had been made. 

49. A declaration once made cannot be 
altered. 

Doubling, Re-douhling, etc. 

60. The effect of doubling, re-doubling, 
and so on, is that the value of each trick 
above six is doubled, quadrupled, and so on. 

61. After the trump declaration has been 
made by the dealer or his partner, their ad- 
versaries have the right to double. The eldest 
hand has the first right. If he does not wish 
to double, he may ask his partner, " May I 
lead ? " His partner must answer, " Yes " or 
" I double." 

62. If either of their adversaries elect to 

11 



162 APPENDIX 

double, the dealer and his partner have the 
right to re-double. The player who has de- 
clared the trump shall have the first right. 
He may say, " I re-double '' or " Satisfied." 
Should he say the latter, his partner may 
re-double. 

53. If the dealer or his partner elect to 
re-double, their adversaries shall have the 
right to again double. The original doubler 
has the first right. 

54. If the right-hand adversary of the 
dealer double before his partner has asked 
" May I lead? " the maker of the trump shall 
have the right to say whether or not the double 
shall stand. If he decide that the double shall 
stand, the process of re-doubling may continue 
as described in paragraphs 52, 53, 55. 

55. Whenever the value of each trick above 
six exceeds one hundred points there shall be 
no further doubling in that hand, if any 
player objects. The first right to continue 
the re-doubling on behalf of a partnership 
belongs to that player who has last re-doubled. 
Should he, however, express himself satisfied, 



THE LAWS OF BRIDGE 163 

the right to continue the re-doubling passes 
to his partner. Should any player re-double 
out of turn, the adversary who last doubled 
shall decide whether or not such double shall 
stand. If it is decided that the re-double 
shall stand, the process of re-doubling may 
continue as described in this and foregoing 
laws (52 and 53). If any double or re-double 
out of turn be not accepted there shall be no 
further doubling in that hand. Any consulta- 
tion between partners as to doubling or re- 
doubling will entitle the maker of the trump 
or either adversary, without consultation, to a 
new deal. 

56. If the eldest hand lead before the doub- 
ling be completed, his partner may redouble 
only with the consent of the adversary who 
last doubled; but such lead shall not affect 
the right of either adversary to double. 

57. When the question " May I lead.? '^ has 
been answered in the affirmative, or wh^n the 
player who has the last right to continue the 
doubling expresses himself satisfied, the play 
shall begin. 



164 APPENDIX 

58. If the eldest hand lead without asking 
permission, his partner may only double if the 
maker of the trump consent. If the right- 
hand adversary of the dealer say, " May I 
play? " out of turn, the eldest hand does not 
thereby lose the right to double. 

69. If the right-hand adversary of the 
dealer lead out of turn, the maker of the 
trump may call a suit from the eldest hand, 
who may only double if the maker of the trump 
consent. In this case no penalty can be ex- 
acted after the dummy hand or any part of 
it is on the table, since he (dummy) has 
accepted the situation. 

60. A declaration, as to doubling or redoub- 
ling, once made cannot be altered. 

Dummy 

61. As soon as the eldest hand has led, the 
dealer's partner shall place his cards face 
upward on the table, and the duty of playing 
the cards from that hand shall devolve upon 
the dealer, unassisted by his partner. 

62. Until his hand is exposed on the table, 



THE LAWS OF BRIDGE 165 

the dealer's partner has all the rights of a 
player. 

63. After exposing his cards the dealer's 
partner has no part in the game except that 
he has the right to ask the dealer if he has 
none of the suit to which he may have re- 
nounced; to correct an erroneous score; to 
correct the claim of either adversary to a 
penalty to which he is not entitled; to call his 
partner's attention to the fact that a trick 
has not been completed. If he should call 
attention to any other incident of the play in 
consequence of which any penalty might be 
exacted, the fact of his so doing precludes the 
dealer from exacting such penalty. 

64. If the dealer's partner, by touching a 
card or otherwise, suggest the play of a card 
from dummy, either of the adversaries may, 
but without consultation, call on the dealer to 
play or not to play the card suggested. 

65. Dummy is not liable to the penalty for 
a revoke; and if he should revoke and the 
error be not discovered until the trick is turned 
and quitted, the trick stands good. 



166 APPENDIX 

66. When the dealer draws a card from his 
own hand, such card is not considered as 
played until actually quitted, but should he 
name or touch a card from the dummy hand, 
such card is considered as played, unless the 
dealer in touching the card or cards says, " I 
arrange,'' or words to that effect. 

Cards Exposed Before Play 

67. If, after the deal has been completed 
and before the trump declaration has been 
made, either the dealer or his partner expose 
a card from his hand, either adversary may, 
without consulting with his partner, claim a 
new deal. 

68. If, after the deal has been completed, 
and before a card is led, any player shall 
expose a card, his partner shall forfeit any 
right to double or re-double which he otherwise 
would have been entitled to exercise; and in 
case of a card being so exposed by the leader's 
partner, the dealer may either call the card 
or require the leader not to lead the suit of 
the exposed card. 



THE LAW OF BRIDGE 16T 

Cards Exposed During Play 

69. All cards exposed by the dealer's adver- 
saries are liable to be called, and such cards 
must be left face upward on the table. 

70. The following are exposed cards: 

1st. Two or more cards played at once. 

2d. Any card dropped with its face 
upwards, or in any way exposed on 
the table, even though snatched up 
so quickly that no one can name it. 

3d. Every card so held by a player that 
any portion of its face may be seen 
by his partner. 

71. A card dropped on the floor or elsewhere 
below the table is not an exposed card. 

72. If two or more cards be played at once 
by either of the dealer's adversaries, the dealer 
shall have the right to call which one he pleases 
to the current trick, and the other card or 
cards shall remain face upward on the table 
and may be demanded at any time. (See^^Law 
79.) 

73. If, without waiting for his partner to 
play, either of the dealer's adversaries should 



168 APPENDIX 

play on the table the best card or lead one 
which is a winning card, as against the dealer 
and dummy, or should continue (without 
waiting for his partner to play) to lead sev- 
eral such cards, the dealer may demand that 
the partner of the player in fault win, if he 
can, the first, or any other of these tricks, and 
the other cards thus improperly played are 
exposed cards. 

74. If either or both of the dealer's adver- 
saries throw his or their cards on the table 
face upward, such cards are exposed and are 
liable to be called; but if either adversary 
retain his hand he cannot be forced to aban- 
don it. Cards exposed by the dealer are not 
liable to be called. If the dealer should say, 
" I have the rest," or any other words indi- 
cating that the remaining tricks are his, he 
may be required to place his cards face up- 
ward on the table. The adversaries of the 
dealer are not liable to have any of their 
cards called should they expose them, believ- 
ing the dealer's claim to be true, should it 
subsequently prove false. 



THE LAWS OF BRIDGE 169 

75. If a player who has rendered himself 
liable to have the highest or lowest of a suit 
called (Laws 82, 91, and 99) fail to play as 
directed, or if, when called on to lead one 
suit, lead another, having in his hand one or 
more cards of the suit demanded (Law 76), 
or if called upon to win or lose a trick, fail 
to do so when he can (Laws 73, 82, and 99), 
he is liable to the penalty for a revoke, unless 
such play be corrected before the trick is 
turned and quitted. 

Leads out of Turn 

76. If either of the dealer's adversaries 
lead out of turn, the dealer may either call 
the card erroneously led, or may call a suit 
when it is next the turn of either adversary 
to lead. 

77. If the dealer lead out of turn, either 
from his own hand or from dummy, he incurs 
no penalty; but he may not rectify th^ error 
after the second hand has played. 

78. If any player lead out of turn and the 
other three follow him, the trick is complete 



170 APPENDIX 

and the error cannot be rectified; but if only 
the second, or second and third play to the 
false lead, their cards may be taken back; 
in such case there is no penalty against any 
one except the original offender, who, if he 
be one of the dealer's adversaries, may be 
penalized as provided in Law 76. 

79. In no case can a player be compelled 
to play a card which would oblige him to 
revoke. 

80. The call of an exposed card may be 
repeated at every trick until such card has 
been played. 

81. If a player called on to lead a suit 
have none of it, the penalty is paid. 

Cards Played in Error 

82. Should the fourth hand (not being 
dummy or dealer) play before the second has 
played to the trick, the latter may be called 
upon to play his highest or lowest card of 
the suit played, or to win or lose the trick. 

83. If any one, not being dummy, omit 
playing to a former trick and such error be 



THE LAWS OF BRIDGE 171 

not corrected until he has played to the next, 
the adversaries or either of them may claim 
a new deal; should they decide that the deal 
stands good, the surplus card at the end of 
the hand is considered to have been played 
to the imperfect trick, but does not constitute 
a revoke therein. 

84. If any one play two cards to the same 
trick and the mistake be not corrected, he 
(not being dummy) is answerable for any 
consequent revokes he may have made. If 
during the play of the hand the error be de- 
tected, the tricks may be counted face down- 
ward, in order to ascertain whether there be 
among them a card too many; should this 
be the case, the trick which contains a sur- 
plus card may be examined and the card re- 
stored to its original holder, who (not being 
dummy) shall be liable for any revoke he 
may meanwhile have made. 

The Revoke 

85. Should a player (other than dummy) 
holding one or more cards of the suit led, 



172 APPENDIX 

play a card of a different suit, he revokes. 
The penalty for a revoke takes precedence 
of all other counts. 

86. Three tricks taken from the revoking 
player and added to those of the adversaries 
shall be the penalty for a revoke. 

87. The penalty is applicable only to the 
score of the game in which it occurs. 

88. Under no circumstances can the re- 
voking side score game, slam, or little slam, 
that hand. Whatever their previous score 
may have been, the side revoking cannot 
attain a higher score toward game than 
twenty-eight. 

89. A revoke is established if the trick 
in which it occurs be turned and quitted, L e,, 
the hand removed from the trick after it has 
been gathered and placed face downward 
on the table; or if either the revoking player 
or his partner, whether in his right turn 
or otherwise, lead or play to the following 
trick. 

90. A player may ask his partner if he 
has no card of the suit which he has 



THE LAWS OF BRIDGE 173 

renounced; should the question be asked be- 
fore the trick is turned and quitted, subse- 
quent turning and quitting does not establish 
the revoke, and the error may be corrected 
unless the question be answered in the nega- 
tive or unless the revoking player or his 
partner has led or played to the following 
trick. 

91. If a player correct his mistake in time 
to save a revoke, any player or players who 
have followed him may withdraw their cards 
and substitute others, and the cards so with- 
drawn are not liable to be called. If the 
player in fault be one of the dealer's adver- 
saries, -the card played in error is an exposed 
card, and the dealer can call it whenever he 
pleases ; or he may require the offender to 
play his highest or lowest card of the suit 
to the trick in which he has renounced; but 
this penalty cannot be exacted from the 
dealer. 

92. At the end of a hand the claimants of 
a revoke may search all the tricks. If the 
cards have been mixed the claim may be 



174 APPENDIX 

urged and proved if possible; but no proof 
is necessary, and the revoke is established 
if, after it has been claimed, the accused 
player or his partner mix the cards before 
they have been sufficiently examined by the 
adversaries. 

93. A revoke must be claimed before the 
cards have been cut for the following deal. 

94. Should the players on both sides sub- 
ject themselves to the revoke penalty neither 
can win the game by that hand. 

95. The revoke penalty may be claimed 
for as many revokes as occur during a hand; 
but in no event can more than thirteen tricks 
be scored in any one hand. (See Law 7.) 

General Rules 

96. There should not be any consultation 
between partners as to the enforcement of 
penalties. If they do so consult, the penalty 
is paid. 

97. Once a trick is complete, turned, and 
quitted it must not be looked at (except under 
Law 84) until the end of the hand. 



THE LAWS OF BRIDGE 175 

98. Any player during the play of a trick 
or after the four cards are played and be- 
fore they are touched for the purpose of 
gathering them together, may demand that 
the cards be placed before their respective 
players. 

99. If either of the dealer's adversaries, 
prior to his partner's playing, should call 
attention to the trick, either by saying it is 
his, or, without being requested so to do, 
by naming his card or drawing it toward 
him, the dealer may require that opponent's 
partner to play his highest or lowest card 
of the suit led, or to win or lose the trick. 

100. Should either of the dealer's adver- 
saries, during the play of a hand, make any 
unauthorized reference to any incident of the 
play, or should he call his partner's atten- 
tion to the fact that he is about to play or 
lead out of turn, the dealer may call a suit 
from the adversary whose turn it is next to 
lead. 

101. In all cases where a penalty has been 
incurred, the offender is bound to give rea- 



176 APPENDIX 

sonable time for the decision of his adversa- 
ries ; but if a wrong penalty be demanded 
none can be enforced. 

102. Where the dealer or his partner has 
incurred a penalty, one of his adversaries 
may say, " Partner, will you exact the pen- 
alty or shall I.^ " but whether this is said or 
not, if either adversary name the penalty, 
his decision is final. 

New Cards 

103. Unless a pack be imperfect, no player 
shall have the right to call for one new pack. 
If fresh cards are demanded, two packs 
must be furnished and paid for by the player 
who has demanded them. If they are fur- 
nished during a rubber, the adversaries 
shall have their choice of the new cards. If 
it is the beginning of a new rubber, the 
dealer, whether he or one of his adversaries 
be the party calling for the new cards, 
shall have the choice. New cards must be 
called for before the pack be cut for a new 
deal. 



THE LAWS OF BRIDGE 177 

104. A card or cards torn or marked 
must be replaced by agreement or new cards 
furnished. 

Bystanders 

105. While a bystander, by agreement 
among the players, may decide any question, 
yet he must on no account say anything 
unless appealed to; and if he make any re- 
mark which calls attention to an oversight 
affecting the score, or to the exaction of a 
penalty, he is liable to be called on by the 
players to pay the stakes on that rubber. 



12 



THE ETIQUETTE OF THE 
GAME 

There Is perhaps no game in which sHght 
intimations can convey so much information 
as at Bridge. It is difficult and in some cases 
impossible to apply appropriate penalties for 
the infractions of the following rules of eti- 
quette. To offend against any one of these 
rules is far more serious than to violate a 
law in the Code; for while in the latter case 
the offender is liable to punishment, in the 
former the aggrieved parties have no redress 
other than to refuse to play with players who 
habitually disregard the etiquette of the 
game. 

Rule 1. Declarations should be made in 
a simple manner, thus : " Hearts," " No 
trump," or when passing the option, " Make 
it, partner." 

2. There should be no undue hesitancy in 



THE LAWS OF BRIDGE 179 

passing to partner, as such hesitation might 
influence the make. 

3. As the score should always be left on 
the table, it is presumed that every player 
knows its state; therefore, after the cards 
are dealt, the dealer in passing the declara- 
tion should not say anything to his part- 
ner concerning the state of the game. Nor 
should either of the dealer's adversaries say 
anything regarding the score. 

4. A player who has the right to double, 
if he intend passing the option to his partner, 
should not indicate any doubt or perplexity 
in regard to exercising such right. 

5. No player should give any indication 
by word or gesture as to the nature of his 
hand, or as to his pleasure or displeasure at 
a certain play. 

6. If a player demand that the cards be 
placed, he should do so for his own infor- 
mation and not in order to call his partner's 
attention to any card or play. 

7. No player, other than the dealer, should 
lead until the preceding trick is turned and 



180 APPENDIX 

quitted, nor after having led a winning card 
should he draw another from his hand before 
his partner has played to the current trick. 

8. No player should play a card with such 
emphasis as to draw particular attention to 
it. Nor should he detach one card from his 
hand and subsequently play another. 

9. It is unfair to revoke purposely; hav- 
ing made a revoke, a player is not justified 
in making a second to conceal the first. 

10. Players should avoid discussion and 
refrain from talking during the play, as it 
may be annoying to players at the table or 
perhaps to those at other tables in the room. 

11. A player having been cut out of one 
table should not seek admission into another 
table unless willing to cut for the privilege 
of entry; this, of course, does not apply to a 
person who has come from a table which has 
been broken up. 

12. The dealer's partner should not lool^ 
over either adversary's hand nor leave his 
seat for the purpose of watching his part- 
ner play. Neither should he call attention 



THE LAWS OF BRIDGE 181 

to the score nor to any card or cards that he 
or the other players hold. 



Decisions by the Card Committee 

Spade Convention 

I. — Where players agree " not to play 
spades '' the rule is that if the spade make 
is not doubled, the hand shall be played 
where either side is 20 or over. 

II. — If the third-hand player ask, " Shall 
I play ? " or should he lead out of turn, or 
should the eldest hand lead without asking 
permission to play, the spade maker may 
take two on the score or may call a lead and 
require the hand to be played out. 

III. — Should the third-hand player double 
before his partner asks permission to play, 
the spade maker may decide whether the 
double shall stand or not; but the hand must 
be played out. 



182 APPENDIX 

Loohvng at Last Trick 

The dealer in the course of the play claims 
the right to see the last trick, which has been 
turned and quitted, in order to estabhsh his 
claim that it is a lead out of turn. Eldest 
hand objects, quoting Law 97. 

Decision 

The dealer may look at the trick. An 
erroneous claim has been made by one side, 
and, for the protection of the players not in 
fault, the trick may be seen. 

Leads out of Turn 

The dealer leads from the dummy and 
each player follows suit, the trick being won 
by the dealer. Before the cards are gathered 
the dealer plays another card from dummy 
to the four already on the table and proceeds 
to gather in the five cards. The eldest hand 
claims that the dealer has led out of turn. 
The dealer states that he believed he had not 
played to the trick from dummy and there- 
fore played the card. 



THE LAWS OF BRIDGE 183 

Decision 

The dealer has not led out of turn. His 
word must be taken as correctly representing 
the fact that he played a second time to one 
trick. 

Compare Drayton, whist deci- 
sions. Case 26. 
Cavendish, Case 11. 

Law 66 

If the dealer touch more than one card at 
the same time in the dummy hand, he may 
play which one he chooses. 



INDEX 



INDEX 

Ace, low in cutting, 1. 

holding up, 74, 108. 

of hearts, convention as to, 59, 102. 
Aces, value of as honors, 7. 

Black-suit makes, 2, 19, 41, 50, 54. 

Chicane, score for, 6. 

Club-suit makes, 19, 54. 

Commanding card, holding up, 74, 90, 98, 108. 

Covering at second hand, 84, 109. 

Cutting for partners, 1. 

Dealer, trump makes by, 17. 

play by, 14, 66, 73, 83, 89. 
Description of game, 1. 
Diamond makes, 39, 50. 
Discard, rule for, 125. 
forcing, 88. 
reverse, 130. 
DoubUng, 4, 56. 

score affects, 60. 
position affects, 57. 
heart makes, 59. 
no-trump makes, 59, 102. 
spade makes, 64, 88. 
shows strength, 62. 
Down and out signal, 120. 
Dummy, makes by, 3, 51. 

takes no part in play, 12. 
seeing dummy hand, 91, 100. 



188 INDEX 

Eleven rule, 71. 

Entry cards important, 74, 77. 

False cards, use of, 15, 89. 
Finessing, by dealer, 70, 79, 81. 

by non-dealer at no trump, 111. 

not at suit make, 116. 
Forcing partner, 103. 
Fourchette, play of, 110, 116. 
Fourth-best lead not advantageous, 16, 71, 95. 

Guarded honors, 28. 

Hand, value of, 17. 
Heart, makes of, 36. 

convention as to, on no-trump make, 59, 102. 
Holding up command, 74, 90, 98, 108. 
Honors, score for, 6. 
guarded, 28. 

Information plays, 15, 71, 95, 120. 

King, leads of, 94, 100, 105. 

second-hand play of, 85, 107, 109, 110. 

Leads, at no trump, 69, 91, 105. 

on a suit make, 99, 101, 107. 

strengthening, 79, 93, 101. 

secondary, 97. 

return, 104, 121. 

up to weakness or through strength, 94, 99, 116. 
Long suit, play of, 14, 69, 77, 98. 
Misdeal, does not forfeit deal, 2. 
Non-dealers, leads by, 91, 99. 

play by, 90, 99, 120. 



INDEX 189 

No-trump makes, 2S. 

numerical rule for, 30. 

speculative, 33. 

doubled by pone, 58, 102. 
Number-showing plays, 15, 71, 95, 120. 

Play, by dealer, 66, 73, 83, 89. 

non-dealers, 90, 99, 120. 
Pone, original third hand, 4, 66. 
doubling by, 56, 58, 102. 

Revoke, penalty for, 172. 
Rubber, always played, 7. 

value of, 8. 

score of, 11. 
Ruffing, by dealer, 86. 

by non-dealers, 101, 103, 119. 

Safety makes, 41, 50, 63. 
Score, keeping, 8, 45. 

influence of, on makes, 21, 31, 38, 42, 44, 50. 
on doubling, 60. 
on play, 67. 
Second-hand play by dealer, 83. 

by non-dealers, 107. 
Secondary leads, 97. 
Sequences, leads from, 94, 100. 
play from, 84, 108. 
Signal for trumps, not much used, 119. 

for a ruff, 101, 119. 
Singleton lead, bad at no trump, 94. 

good on a suit make, 101. 
Slam, count for, 7. 
Spade makes, 19, 41, 50. 

when not played, 88. 



190 INDEX 

Stakes, payment of, 8. 

Strength, lead through, 94, 99, 116. 

Tenaces, play for, 78. 

Third hand, play by dealer, 83. 

by non-dealers, 107, 111. 
Three-hand Bridge, 136. 
Throwing lead into either hand, 78. 
Tricks needed to win or save game, S2, 
Trumps, play of, by dealer, 86, 90. 

by non-dealers, 101, 103. 
signal for, not much used, 119. 

Unblocking, 73, 97, 121. 

Weakness, lead up to, 94, 99, 116. 
Winners' points, 8, 11. 



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